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THE ULTIMATE VERSION OF THE BEST-SELLING STRATEGY GAME 


Preface 
& 
Instruction Manual 


PLAYING 


Once the automated installation and set-up are complete, the game is ready to play. 
To start: 


e If you want to see and hear the uninstalled video and multimedia portions of the 
game, make sure that the Civilization II CD-ROM is in its drive. (Note that, if you 
did not install the Recommended files, there will be no sound effects regardless of 
whether the CD is in the drive. There will be some music.) 


e If it is not already running, start Windows. 


* Now simply double-click on the Civilization II icon (or click Civ2 on the 
Windows 95 Start Menu) to start the game. 


FEATURES UPDATE: CHANGES TO THE CHEAT MENU 


Remember, the CHEAT menu comes with no guarantees—use it at your own risk and don't 
blame Customer Service if they can't help when it causes problems. 


Though it has other uses, the CHear menu is intended to supplement the map editing 
utility. Once you've created a world in which to play, you can use the CHEaT menu options 
to further customize the situation. You can create your own game scenarios—and save 
them for later play. In combination, the Map Editor and Crear menu can give you the same 
power as the “Mission Builder" included with many of the best flight simulations. 


To this end, the Discover ALL TECHNOLOGIES option described in the manual has been 
replaced with the more specific Eprr TEcHNoLoarEs. (The shortcut key hasn't changed; it's 
still (Fé )) This gives you complete control over the technological status of every 
civilization in the game, including yours. One by one, you can select then give or take away 
advances. Use the GIvE/TakE ALL button to bestow every advance there is, except for Future 
Tech. Click on it again to ruthlessly strip them all away! Note, however, that some 
technologies (IRRIGATION, for one) are known by all civilizations at the dawn of time; you 
cannot take these away. 


A TERRAIN button has been added to the CHANGE TERRAIN AT CURSOR option. This allows you 
to change the terrain type of the square at the current cursor location. Note that you cannot 
specify special resources for any terrain square; they just happen. 


Four new options have been added to the CHEaT menu. 


EDIT UNIT 


Use this to change the attributes of any unit at the current cursor location. The veteran 
status, movement points, hit points, home city, and fortification status are manipulable. If 
you're editing a Caravan or Freight unit, you can change the type of commodity it is 
carrying. You cannot, however, change a unit to another type. 


EDIT City 


This option allows you to meddle with the status of any city on the map—as long as you 
position the cursor on it first. You can set the size (population) of the town, determine 
exactly how many shields are in the PRopucTION Box, make all the Wonders of the World in 
that burg suddenly disappear, or copy all of the improvements in some other city to this 
one. If the city is in disorder or celebrating a We Love the _____ Day, you can clear either 
state of affairs. Finally, you can make the city an objective of the scenario (the number in 
parentheses will change to ‘1’) or remove it from the list of objectives (‘0’). 


What good is an objective? Read about the Scenario Parameters option to find out. 


EDIT KING 


No, this doesn’t let you change what the rulers of other civilizations look like. You can, 
however, specify any ruler’s treaty status with every other civilization, the most recent turn 
when two civilizations had contact, the ruler’s current attitude toward other rulers, and any 
ruler’s current reputation. In addition, you can clear a ruler’s patience counter (making 
them very tolerant for a while), set or clear a research goal for any civilization, and 
determine how far each ruler has progressed toward the advance currently being 
researched. You can copy the technology of one civilization to another—quite a shortcut 
from doing it one advance at a time with the Epit TEcHNoLoarEs option. Finally, you can 
change the name and sex of every leader in the world. 


SCENARIO PARAMETERS (P) 


This is a catch-all that includes some powerful tools for setting up scenarios. Most of 
these options have little or no use during a game already in progress. 


TECH PanRADIGM affects how long it takes to research technological advances. The default 
is 10/10. By lowering the numerator, you decrease the time necessary to discover 
new advances; the fastest you can allow research to progress is 1/10. Conversely, 
increasing the numerator makes scientific progress slower. 


TURN YEAR INCREMENT allows you to decide how much time passes with each game turn. 
If you leave this at zero, Civilization II uses the default increment, which changes 
with time as described in the manual. Any positive integer sets a number of years 
to pass per turn; a negative integer sets a number of months to pass per turn. 


STARTING YEAR determines the year or month in which the scenario will begin (month if 
you've set the TURN YEAR INCREMENT to a number of months, year if you've set it to a 
number of years). Any positive number is AD, and any negative number is BC. 


Maximum Turns allows you to set the length of the game in turns. 


TOGGLE SCENARIO FLAG tells Civilization II whether or not you want to save this game 
setup as a scenario. Note that the CHEAT menu option SAVE AS SCENARIO automatically 
sets this toggle for you. 


WIPE ALL GOODY BOXES removes all of the villages of minor tribes from the world, 
permanently. 


RESTORE ALL GOODY BOXES recreates all of the minor tribe villages in the world, except for 
those which were originally on a terrain square that is now occupied by a city or unit. 


REVEAL WHOLE MAP makes the scenario take place in a known world. The entire map, 
excluding enemy units but including their cities, will be visible from the beginning of 
the game. 

CovER wHOLE MAP makes the scenario take place in an unexplored world, the 
Civilization standard. 

SET SCENARIO NAME allows you to give your scenario a title. 

TOGGLE TorAL WAR FLaa silences the senate in all republics and democracies. Set this to 
‘1’ to force the assumption that there is a war going on at the outset of the scenario, 


and that the usual senatorial meddling in foreign affairs has been effectively stifled 
for the duration. 


Epir Victory CONDITIONS itself contains multiple options: 


The first, ToaaLE Use OBJECTIVE Victory FLAG, must be set to ‘1’; otherwise, 
the game ignores the rest of these settings. Essentially, the objective victory 
flag tells Civilization II to completely ignore the usual scoring 
conventions. Rather, all that counts is the taking of the pre-set objectives in 
the scenario. Using the Epit City option on the CHEAT menu, you can make 
any city a scenario objective. 


Toggle Count Wonders as Objectives determines whether or not captured 
Wonders of the World also count toward the objective score. 


Next, you decide which civilization will be the protagonist; this is not the 
player’s civilization. This setting only determines which civilization is used 
as the benchmark for the four final settings. 


These last four allow you to set conditions for the types of outcome possible 
in an objective scenario. For each, enter the number of objectives that the 
protagonist civilization must control (that is, have conquered or kept) at the 
end of the game in order to accomplish that level of victory or defeat. Other 
civilizations are automatically assigned the corresponding outcome. For 
example, if the Romans as protagonists achieve a Marginal Defeat, all other 
groups win a Marginal Victory. 


Epir SpeciAL RuLes also contains a few sub-options, each of which is fairly 
straightforward. You can prevent any civilization from ever changing its form of 
government, make it impossible to obtain advances by taking over enemy cities, 
and remove the spectre of pollution from the game. One caveat is necessary; 
you should NEVER use the last option —SPEcIaL WWII-onLy AI. This was put in as an 
aid for the game designers and will almost certainly cause your scenario 
to crash. 


TABLE OF CONTENTS 


INTRODUGTION) 5:3 i ES deen tet LES bue ed Sete, J 1 
FOUR IMPULSES OF CIVILIZATION. 2... 000 hr hrs 2 
Exploration « Economics « Knowledge * Conquest 
THE BIG PICTURE: 2521-1 Sicdeban rr et ab Pda opp TM 3 
"WINNING oe nez meca ERR eeu Werte x aA enira ee eu UIDI E Y ees 4 
THE VARIOUS DOCUMENTATION ... esse hh s 4 
Interface Conventions. ......... O o E E a hs 5 
TUTORIAL 0 incer a te ele T be d sh redu 7 
BUILDING YOUR FIRST. CITY ooo tentan A ce oe A 8 
Examining the City Display e First Priorities 
RESEARCHING CIVILIZATION ADVANCES... scere 12 
MEANWHILE, BACK IN THE ClTY.......o.ooooooooooo ers 13 
Your First Unit ¢ Your First Civilization Advance * Changing Production 
FINDING A MINOR TRIBE 2.0... 000 ee hrs 14 
POPULATION: NGREASES 2 cx A AAA EE 15 
INTERIM you. do tal Ae e hex dun AA Ere epos Sd qus 16 
EXPANDING YOUR EMPIRE........ 00 ce eee eee hh re 16 
Meeting Another Civilization ................o.oooooo oo... e... ... 18 
IMPROVING THE TERRAIN. ire menato aa Nepi aoe neea a T ia s 19 
Establishing a Trade Route ............ eee ee ee ee 20 
CHANGING GOVERNMENTS .... sisse rrr 22 
CONCLUSION: e cd ener orbe de Poet oo athe eaten da eke, e mias 22 
SETTING UPA GAME: iei Bike ORG ADE acs PRG ERR ERRORES 23 
YOUR- FIRST DECISION 4 dub aoa er Oise rera 23 
CUSTOMIZING GAME SET UPS... 2... eee rn 24 


Select Size of World e Customize: Landmass + Customize: Land Form + 
Customize: Climate « Customize: Temperature + Customize: Age + 
Difficulty Levels + Level Of Competition + Level of Barbarian Activity e 
Select Game Rules + Select Your Gender + Select Your Tribe + 

Select Your City Style e Ready, Set, Go 


CHANGES FROM CIVILIZATION TO CIVILIZATION IL.................020005 31 
CIVILIZATION’S NEW LOOK ... 0... ete ea 31 

The Map + The Units + The Cities * The Displays 
NEW COMBAT CONCERTS. 32 


Hit Points & Firepower + Restoration e New and Changed Units e 
Special Combat Cases 


me 


NEW PRODUCTION CONCEPTS ..... esee hh mme 34 
Waste + Penalties for Switching Production + 
New and Changed Improvements 


NEW TERRAIN CONCEPTS ..... ssl 36 
Rivers « New Special Terrain ° Upgrading City Squares 
NEW MOVEMENT CONCEPTS +... ooo 37 
New Orders: iii ek ac Xe Cn e e iS ao 38 
GOVERNMENT ÍMPROVEMENTS.... sese hrs 38 
NEW CONCEPTS IN DIPLOMACY. .... sse rra 39 
Reputation + Diplomatic States « Counterespionage 
NEW AND IMPROVED WONDERS ....... 000 cece eee eee eee n 41 
MISCELLANEOUS CHANGES. ... 00. ec rr hrs 42 
THE BASICS-OE CITIES sitesi de Sed Sa an rens ERU e PES S 43 
CITY; CONCERTS ssc. ct oues neci a turn eth aad Nc eset adus Bv qd 44 
GAINING: NEW: CITIES 2.25 s-s-205 2 eee eed ie ee ee ae ee ae 45 
Founding New: Cities... ocio es e Ex me Seabee SCR RR ee 45 


Choosing Your Location e Proximity Of Cities e 
Strategic Value 


Captüring-Citles-... duke don one Ron CERRAR Baa he ha ate old ace 47 
Converting Minor Tribes ....... llle eh 48 
THE-PARTS OFA GITY cb Lia redeas RE es d et ded x 49 
The City Square » The City Radius 
MANAGING YOUR CITIES ..........ssssseseeeeeee rh 51 
City Management Concepts... .......le eee en 52 
POPULATION GROWTH + RESOURCE DEVELOPMENT... .. ee n 53 
Tax Revenue + Technological Research e Industrial Production 
CITY PROTECTION wo ud e AE LEE E pF RE Tus 56 
IMPROVEMENTS «3.325 puces har c RI ud RR RU sd S E E UE a eel 57 
Losing Improvements .... 4... cese ee hehe hn 58 
Capture + Fire Sale « Sabotage + Selling Improvements + 
Rush JODS «e AA E ania ce E USE ana Sob dine Oud 59 
Renaming Your City ........... eee nh 60 
MANAGING YOUR TRADE........sssseseee eee een hh 61 
Trade Management Concepts. ..........o.ooooooo ooo... .... 62 
TRADE RATES * GOVERNMENTS ...... 0000s cece hh hh 63 


Anarchy + Despotism + Monarchy + Republic e Communism + 
Fundamentalism « Democracy 


HAPPINESS & CIVIL DISORDER ... 2... eee eee hh eens 70 
Special Unhappiness Factors * Civil Disorder. ............ leeren. 71 
Restoring! Orders Tew Ania en A Ue Hue hes e e a roseo be eg da 72 


e 
e 


We Love the DIV ds etta meg A ecd dtd ee ese, se owe ee ese 75 
Anarchy + Despotism « Monarchy/Communism/Fundamentalism e 


Republic/Democracy 
TERRAIN AND MOVEMENT........sssssee eee eee e ee 75 
Terrain & Movement Concepts ............ 00. eee eee 76 
“TYPES OF TERRAIN ¿coo scenic paria Sesh area Gute po ci E De ioe 77 


A Note about Rivers «+ Standard Terrain Squares + 
Special Terrain Squares + Optimal City Sites « Terrain Conversion 


PLANETARY CARETAKING xev ARR AVAIT a A a 80 
Pollution. 5e EX Ate ds a oA Reh Rots a uu OE a ta 80 
Nuclear Contamination ............................ +... +... a 81 

Nuclear Weapons + Nuclear Meltdown 
Pollution's Effects e Monitoring Pollution « Global Warming. ............ 82 

MINOR TRIBES ea ovp A A XR ee ATHE UE ee 83 

MOVEMENT ett tiec Attia Med se ertet oe inl cathe dabit AR edere c teet tg 84 

THE ACTIVE UNIT; i eiie era ne ei ew CPC ee CI de UR 85 


No Orders + GoTo Orders + Wait Orders + Paradrop Orders + 
Airlift Orders ¢ Activating Fortified and Sleeping Units 


NAVIGATING THE MAP WINDOW ......... 0000 ce eee eee hn 86 
MOVEMENT RESTRICTIONS... lesse hh hr ras 87 
Ground Units « Naval Units + Air Units ° Zones of Control 
CIVILIZATION. ADVANGES | 2 ien edont an ana elc lat p Shes Beles 89 
The Concept of Civilization Advances. ........... llle 90 
CLIMBING THE TECHNOLOGY TREE ..... 0.00.0 cee cee cee ee 91 
THE POSTER Soyer sate A wing SS eee Bee quu A eet Y 92 
Future Technology + Special Advance Effects 
WONDERS OF THE WORLD ariens senenega eiere ene ene eens 95 
The Concept of Wonders. .......... llle 96 
CONSTRUCTING WONDERS ...... 0.0 cece eh n tent n tenes 96 
UNS iso oh ut aM eei ieri MOL a e tor lat Suum Or Sekt oed Std tua cde A eh 99 
UNIT CONCEPTS 66-22-23 got ch Deep CDU da 100 
MILITARY UNITS 4 «ies AC he ee LS de Pe ee ee ae ee 101 
Ground Units... issu ie edm Ros ete a hee a eee REO ee, gaa wn 101 
PUN AGS niti ce es as ordeo eade p aa oaks Berg E REM Bret POMA E IE OR Betas 101 
Air Units « Naval Units 
COMBAT: etre ete CEPR ULM de 103 
The Effect;of Damage «cate ix ERR E e WS AE RUE SS NL 104 
Calculating the Winner * Adding in Adjustments ................... 105 


Air Battles + Air Defense + City Attacks + City Defenses e 
Fortresses + Nuclear Attacks + Pearl Harbor « Shore Bombardments 


CARAVANS FREIGHT... oo. 108 


Trade ROUTES s «uev Ade o AA eee he ere A 108 
Supply & Demand e Food Caravans 
Building Wonders... oie eas aa a ond Seen de as 109 
DIPLOMATS US PES ii te da ae Ad dis 110 
Bribing Enemy Units). sse isse og oa eroe ROS e dee a E 110 
Counter-Espionage + Entering Enemy Cities e 
International Incidents ..............ooooooooo oo... .... 111 


Investigate City • Establish Embassy + Steal Advance + 
Industrial Sabotage + Incite a Revolt « Poison the Water Supply + 
Plant Nuclear Device 
SETTLERS Sc ENGINEERS: visirani i EXC Ars 114 
Founding New Cities & Increasing Existing Ones « Making Improvements. . . 115 
Irrigate + Clear «+ Build Farm + Build Fortress + Mine + Reforest e Clean 
Up Pollution * Build Road + Build Railroad ¢ Transform + Build Airbase 


EXPLORERS e BARBARIANS... csse rre 119 

Ransoming Barbarian Leaders ............. eee ee ee 120 

DIPTOMACY a Sl ee AS e ine 121 

CONCEPTS OF DIPLOMACY e YOUR RIVAL'S ANTECHAMBERS...... eee 122 

CONDUCTING DIPLOMACY WITH COMPUTER OPPONENTS... oonan 0000s cece eae 123 

Mood and Personality « Reputation 

THE FIVE DIPLOMATIC STATES o... 125 
Alliance + Peace + Cease-fire « Neutrality « War 

NEGOTIATIONS e 25: Bess entente em s ed rere b EA EU Sa eet ate eee 127 

Diplomacy Menü. ocre a Rhe RUE RUE dee RUD a Rog 128 

“Have a Proposal to Make..." ........ eee 129 

Proposal Menu... aie Gh aoe Rumes Rn Ue SOROR ADR le e RR eee 129 

“Have. a Gift.to Offer." «i. ice ci a ue a ee RU os 130 

Gift Menu «s oe Bre Bile RUP lain SE Teas, She ea EB ea ge Boe a Heal a ess 130 

WINNING THE GAME soiit 0p bee id di A Bh 131 

THE SPAGE RAGE “32s ca A gk ees Ps le i eR UE 131 

SPAGES HIPS 20a. 2h ho ena ke bea SG ICE CU en UL eas a ee aite de E 132 


Population « Support * Energy * Mass + Fuel + Flight Time + 
Probability of Success + Space Ship Launch + Construction e 
Components * Modules * Structural Support 


CONQUERING THE WORLD. .........o.oooo hara 135 
Bloodlüst Option 422.0522. eae he ad OSL ey Bee Les RS Bea eles 155 
SCORING: cca resist Sais phon at ack, tei Ar DM oro NE LIA UNE Lu EA e 136 


Throne Room + Demographics + Civilization Score 


iv 


CREATING YOUR OWN WORLDS. ...oooccccccccco eee 139 


YOUR TOOLS siti esate aa A a Ti P PUE 140 
The Toolbox + Map Window « World Window «+ Status Window 
‘THE: MENUS o's bation ad Eu RR E d eR SS LR qe UAE RE E E 142 
Editor Menu * View Menu e Map Menu * Brush Menu * Tools Menu 
REFERENCE: SCREEN BY SCREEN........... 0.0.0 cece hh n 145 
THE CITY DISPLAY 552260259039 ImREILURIAGMRRDRRUQWEP ewe bee Pe es 145 
Title Bar « Population Roster ............ooooooo.o.oo ooo... o... o. 147 
Specialists: Seme A A eR EO ee RE 147 
Food: Storage BOX: «1 oe gio it RR eC ire i IRE 148 
The Resource Bars: eii. wea de it Ee ue eX Roh en Rot ee RR CAD Rn Ig 149 
Food + Shields * Trade 
Resource Map e Production BOX... .... lee 150 
Change * Buy * Production Menu Button 
Unit Roster « Improvement Roster «e General Information Box.......... 152 
City Info Chart + Happiness Chart «e Foreign Service Map 
The: BUttONS «0 rtu d eee eA eere io Eh red tte cee ts 155 
THE MENÜ BAR boo ir a aaa Ea SA e 155 
[ari REL ge PSE ee CaS fo E E Ye 155 


Game Options (6) ° Graphic Options DK 
City Report Options * Save Game . 
Load Game * Retire (cti) (R) * Quit (ctr) (X) * 
Kingdom 
Tax Rate * View Throne Room . 


Find City * REVOLUTION (R) 
VIEW 5, «^22 Beck aede rci eo Ver eer od Me NS fUr YE D e T DU Uy Ae 160 


Max Zoom In * Standard Zoom : 


Medium Zoom Out * Max Zoom Out . 
Show Map Grid e Arrange Windows «e Show Hidden Terrain (T) + 


Center View 
A E NN 162 
Build New City/Join City (B) + Build Road/Railroad (R) ° 
Build Irrigation/Change to... (1) ° Build Mines/Change to... (M) * 
Transform to... (o) ° Build Airbase (E) + Build Fortress (F) + 
Clean up Pollution (P) + Pillage (P) * Unload (u) + 
Go To (gc) * Paradrop (P) Airlift (D) ° Set Home City (H) ° 
Fortify (F) * Sleep (s) ° Disband (D) * Activate Unit (A) e 
Wait (w) ° Skip Turn 


AdVISOLS' 4 v4 ds e ie i CAO eS ARAS DIES UA A rg BRR 165 
Town Council * City Status * Defense Minister . 
Foreign Minister * Attitude Advisor (F4 }* 
Trade Advisor e Science Advisor 


Wonders of the World * Top 5 Cities . 
Civilization Score * Demographics e Spaceships 
Cheat 
Toagle Cheat Mode * Create Unit 
Reveal Map * Set Human Player . 
Set Game Year (Shift e Kill Civilization . 
Technology Advance . 
Discover All Technologies . 
Force Government Change Terrain at Cursor ° 
Destroy All Units at Cursor (D)* 
Change Money * Save as Scenario 
Civilopedia 4 mis 4 arate eS A RUM SIRE AAA 171 
Civilization Advances + City Improvements e 
Wonders of the World + Military Units e Governments e 
Terrain Types e Game Concepts e Search Civilopedia 


THE STATUS. WINDOW ¿isa eee poer pio 173 
World Peace Bar «e Summary BOX ......... llle 175 
Population + Date «e Treasury + Trade Balance e 
Scientific Research « Environment 
Active Unit/Location:BOX. ..u 4i ea e el eS a la ae 175 
Mode * Icons + Nationality « Home City e 
Unit Type « Movement + Terrain 


THE-MAP WINDOW. c 0o3e.0¢6 Kors ida dd ri a 177 
Multiple Windows * Zoom Buttons * Moving the View e 
Centering on a City * Centering on a Unit 


WORLD WINDOW. oi inariana maren rues A FUR oe Soe Rr ode E 178 
DESIGNERS NOTES... cene aa 179 
CREDITS: al seed ido Swe NR. died lue OSA Rod 184 


Sid Meier's Civilization II improves on a beloved classic. Civilization, 
its predecessor, cast you as the ruler of an infant civilization, struggling to 
survive and prosper in the earliest moments of history. Eventually, growth and 

exploration brought you into competition with ruthless, competent, but 
sometimes predictable computer opponents. Civilization II adds depth to the 
diplomacy and smarts to the artificial intelligence, as well as tweaking features that 

millions of Civ players had come to know too well. The result is the same compelling 
quality and fresh challenges for the expert player — and a wide-open world to explore 
for the novice. 


Both you and your opponents begin with a small band of settlers surrounded by the 
hazards and delights of unexplored territory. Each decision you make can have 
important ramifications later. Should you build a city on a coast or inland? Should you 
concentrate on military production or agricultural improvement? Innovative displays make 
it easy to understand the shifting situation and implement action. If you prove an able ruler, 
your civilization arows larger and even more interesting to manage. The inevitable contact 
with neighboring civilizations opens new doors of opportunity: treaties, embassies, 
sabotage, trade, and war. 


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As time passes, you are confronted with increasingly difficult decisions. First, you must 
think tactically. Where is the optimum location for another city? When should you produce 
specific military units and city improvements? How rapidly should you explore the 
surrounding land? Soon, circumstances demand that you formulate strategic plans. Should 
you pursue war or peace with neighbors? When should you explore and expand overseas? 
Is it advantageous to change your type of government? Where should you focus 
technological research? 


The success of the civilization that you build depends on your decisions. As ruler, you 
manage the economy, diplomacy, exploration, research, and the war machine of your 
civilization. Your policies must be flexible to fit an evolving world. Military units inevitably 
become obsolete and need replacement as you gain more advanced technologies. The 
balance of power among your rivals shifts often. You might have to modify your economic and 
governmental policies, lest you fall behind in a critical area. The empires of Alexander the 
Great, the Hittites, Napoleon, and Genghis Khan (to name just a few) all held pride of place 
on the world's stage at one time. All eventually collapsed. In Civilization II, the challenge 
is to build an empire that stands the test of time. You might succeed where great 
predecessors have failed. If you locate cities properly, build them soundly, defend them 
aggressively, and neutralize the danger from potential enemies, the descendants of your 
first tiny tribe might not only survive, but lead the colonization of space. 


FOUR IMPULSES OF CIVILIZATION 


There is no single driving force behind the urge toward civilization, no one goal toward 
which every culture strives. There is, instead, a web of forces and objectives that impel and 
beckon, shaping cultures as they grow. In Civilization II, there are four basic impulses 
that seem to be of the greatest importance to the health and flexibility of your 
fledgling society. 


EXPLORATION 


An early focus in Civilization II is exploration. You begin the game knowing almost 
nothing about your surroundings. Most of the map is dark. Your units move into this 
darkness of unexplored territory and discover new terrain; mountains, rivers, grasslands, 
and forests are just some of the features they might reveal. The areas they explore might 
be occupied by minor tribes or another culture’s units. In either case, a chance meeting 
provokes a variety of encounters. As your units “map” the unknown by revealing terrain 
squares that once were black, they also lessen the likelihood that you will be surprised by 
random barbarian attacks. 


ECONOMICS 


As your civilization grows, you need to manage its ever-more-complex production and 
resource requirements. Adjusting the tax rates and choosing the most productive terrain for 
your purposes, you can control the speeds at which your population grows larger and your 
cities produce goods. By setting taxes higher and science lower, you can tilt your economy 
into a cash cow. You can also adjust the happiness of your population. Perhaps you'll make 
luxuries more available, or you might clamp down on unrest with a larger military presence. 
You can establish trade routes with other powers to bring in supplemental income every turn. 


KNOWLEDGE 


On the flip side of your economics management is your commitment to scholarship. By 
setting taxes lower and science higher, you can increase the frequency with which your 
population discovers new technologies. With each new advance, further paths of learning 
open up and new units and city improvements become available for manufacture. Some 
technological discoveries let your cities build unique Wonders of the World. 


CONQUEST 


Perhaps your taste runs to military persuasion. Civilization II allows you to pursue a range 
of postures from pure defense through imperialistic agaression to cooperative alliance. 
One way to win the game is to be the last civilization standing when the dust clears. Of 
course, you'll face both random barbarian attacks and calculated sorties by your 
computer opponents. 


THE BIG PICTURE 


A winning strategy for Civilization II, is one that combines all of these aspects into a 
flexible whole. Your first mission is to survive; your second is to thrive. It is not true that 
the largest civilization is necessarily the winner, nor that the wealthiest always has the 
upper hand. In fact, a balance of knowledge, cash, and military might allows you to 
respond to any crisis that occurs, whether it is a barbarian invasion, an aggressive rival, or 
an upsurge of internal unrest. 


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WINNING 


To win Civilization II, you must follow one of two broad strategies to a final goal: Either 
win the space race or conquer the world. The first civilization to colonize Alpha Centauri 
wins; this nation most often has a large factory base dedicated to producing the specialized 
components of spacecraft and a head-and-shoulders lead in technological development. 
However, it’s possible to use industrial espionage and judicious invasions to steal the 
necessary advances, while sabotaging the production lead of a more advanced but less 
well defended opponent. A leader who pursues the second option, conquering the world, 
is likely to focus on military strategy, though building a strong economy and financing 
insurrections can be pretty successful, too. See Winning the Game for an in-depth 
analysis of Civilization II's scoring system. 


THE VARIOUS DOCUMENTATION 


It's a truism at computer game companies that most customers never read the manual. 
Until a problem rears its head, the average player just bulls through by trial and error; it's 
part of the fun. When a problem does come up, this type of player wants to spend as little 
time in the book as possible, then get back to the game. For those of you who just need 
a quick reference, the Reference: Screen by Screen section is the place to go. 


For the rest of you, we've tried to organize the chapters in the order that you'll need 
them if you've never played Civilization or Civilization II before. If you're new to Civ, 
the sidebars on concepts should help you understand the fundamentals of the game. 


The Technical Supplement is the place to find installation and startup instructions and 
any late changes to the game. Since it was written later, the information in it supersedes 
anything in the manual. 


The README file that comes on the CD-ROM has the rundown on the very latest changes 
(due to printing and binding time, the manual has to be completed before the playtesters 
recommend their final tweaks). That info supersedes even the Technical Supplement. 


In addition to the printed stuff and the README, Civilization II comes with a unique 
compendium of on-screen help. Click on the CiviLoPEpiA menu to call up a list of options 
describing units, improvements, governments, and even game concepts. Entries are 
hyperlinked so that you can jump from one entry to another with ease, and the new SEARCH 
feature allows you to brows alphabetically through every topic. 


INTERFACE CONVENTIONS 


You play Civilization II using a combination of both mouse and keyboard. Many people find 
that the short-cut keys on the keyboard significantly speed up their play. 


Using a Mouse: Throughout the text, we assume that you understand basic mouse 
functions and terms, like "clicking and dragging." Since not everybody knows these 
things, we've provided brief definitions of how we use the most common terms. 
One preliminary note: Civilization II puts both buttons on a two-button mouse to 
use. If you are using a three-button mouse, the center button has no function for 
this game. 


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e “Clicking” refers to placing the mouse pointer over an area of the screen and 
clicking with the left mouse button. 


e “Right-clicking” is clicking with the right mouse button. 


e “Click-and-hold” means keeping your finger on the mouse button longer than 
usual (long enough that the game recognizes the “hold”). 


e “Dragging” means holding the left button down while moving the mouse. 
e “Selecting” means clicking on something. 


e “Pressing a button” with the mouse means clicking on one of the on-screen 
buttons. 


e You can “scroll” some of the menus and boxes in the game by dragging the 
button along a slider bar that's on one side of the box. 


Menus: The Menu Bar runs across the top of the screen. As is standard in Windows games, 
clicking on the name of a menu opens that menu, giving you access to the menu 
options. If you prefer not to use the keyboard and have enabled mouse movement 
of units, you can play Civilization II using the mouse and menus exclusively. 


Short-Cut Keys: Almost all of the menu options in Civilization II have a short-cut key 
(R) for Roads, for example), which is noted on the menu. Pressing this key (or 
combination of keys) has the same effect as selecting the option from the menu. 
Another quick way to use menu options is also a Windows standard. The name of 
each menu has one underlined letter. Holding the key and typing that letter opens 
the menu. The name of each option on the menu also has one underlined letter. 
Typing that letter when the menu is open activates the option. 


Cursors: The mouse pointer, or cursor, has many different shapes in Civilization II, 
depending on what task you're currently attempting. 


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Most often, the cursor looks like an arrow. If you have chosen a 
special “desktop theme” in Windows 95 or otherwise customized your 
cursor, you'll see your own cursor sometimes, too. 


An outline around a terrain square indicates that you are in View PIECES 
mode. By moving the cursor with the number keypad on your keyboard, 
you can use this cursor to count squares from one location to another or 
move around the map without moving units. Toggle back to the arrow 
cursor by pressing the (v) key or choosing Move Pieces from the View menu. 


A bold (black) arrow indicates the direction the unit on which your 
mouse pointer is positioned will move when you click. If you don’t 
like this unit-movement cursor, you can disable it by unchecking the 
Move Units WitH Mouse option under Game Options in the GAME menu. 
Civilization II starts with this option disabled. 


A cross-hair indicates that you can click on the spot where your 
mouse pointer is positioned in the World Window to center the active 
View UNits window on that spot. 


The word "Go" and a bent arrow indicates that when you release the 
mouse button, the active unit will begin moving toward the indicated 
square. See GoTo Orders in the Terrain and Movement section for 
complete details. 


A parachute indicates that the active paratrooper unit will make a 
paradrop into the designated square; a "crossed-out" parachute indicates 
that the designated square is not a valid paradrop target. See Paradrop 
Orders in the Terrain and Movement section for complete details. 


As in most Windows programs, an I-beam or vertical line indicates that 
you can type in text from the keyboard. 


As in most Windows programs, a double-ended arrow indicates that 
you can resize the window frame on which your mouse pointer 
is positioned. 


As in most Windows programs, an hourglass indicates the program is 
working; please wait. 


Those who have played either Civilization or CivNet are already familiar 
with most of the concepts presented in this tutorial. However, even if you 
are well acquainted with the DOS, Windows, or Macintosh version, you will 
find that there are many new features in Civilization II. Also, many of 
the game's existing elements, including screen layout, icons, and 
controls have changed from the earlier games. 


The primary purpose of this tutorial is to introduce new players to 
the basic elements of Civilization II. It provides an overview of the 
basic game elements, and guides you through several centuries of 
a sample game. New actions and events are explained as they 

occur. The tutorial game has been set up in such a way that most 
of the events should be fairly predictable; however, one of the 
things that makes Civilization II exciting game after game is the 
element of random chance that exists. The way your computer- 
controlled opponents act and react to one another (and to you) 
might cause certain events to deviate from the path described in 
this tutorial. If you feel that things have gotten too far out of 
control, feel free to reload the saved game and start again. 


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To begin the tutorial, start the game and select Loap A GAME from the GAME menu. Load 
the game called tutorial.sav. The tutorial game is set to CHIEFTAIN level, the easiest difficulty 
option available. The game starts on the first turn, in 4000 BC, with you taking the part of 
Abraham Lincoln, leader of the Americans. You might want to go to the 
GAME Options in the GAME menu and turn off the INSTANT ADVISOR and TUTORIAL HELP options, if 
you find the pop-up boxes distracting. 


Instructions you are to follow are set in italics. Explanations and descriptions are set 
in regular type. Keep in mind that this tutorial is a simple walk through, and only touches 
briefly on game concepts and control features. If you want more information on anything, 
detailed descriptions can be found in the other chapters of this manual. 


BUILDING YOUR FIRST CITY 


At the start of the game, your civilization 
consists of a single band of wandering 
nomads. This is a Settlers unit. Although 
Settlers are capable of performing a variety 
of useful tasks, your first task is to move 
the Settlers unit to a site that is suitable for 
the construction of your first city. 


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Finding suitable locations in which to 
build cities, especially your first city, is one 
of the most important decisions you make 
in the game. In order to survive and grow, 
each city must have access to all three 
resource types: food (represented by grain), 
production (represented by shields), and 
trade goods (represented by arrows). The 
map in Civilization II is divided into 
individual “squares,” each of which 
contains a different type of terrain. Each 
terrain type yields resources in differing - - 
amounts. A good city site provides all three Looking for a place to settle. 
resource types. Normally, the lines dividing 
the map squares are invisible. To get an idea of how the terrain is divided, turn on the map 
grid by choosing SHow Mar Grip from the View menu, or holding down and pressing (G). 


Before you move your Settlers, take time to examine the surrounding terrain. You will 
note that only 21 map squares are visible. This represents the extent to which your 
civilization has explored the world. (This 21-square pattern is significant with regard to 
cities as well, as you will see later.) The surrounding black areas represent unexplored 
terrain. You can build a city on any terrain square except for Ocean. As mentioned earlier, 
each terrain type yields differing proportions of resources, so the type of terrain you choose 
for a city site determines the level of the city’s success. 


Your Settlers currently occupy a Grassland square. Normally, Grassland produces two 
grain when worked by one of your citizens. Note that a small shield symbol appears in the 
center of this particular Grassland square. That means that, in addition to its normal 
resources, this Grassland square also yields one shield when worked. Normal Grassland 
squares (without shields) appear to the northwest and northeast of your Settlers. 


Directly to the north and directly to the west of the Settlers are Plains 
squares. The Plains terrain type produces one grain and one shield when 
worked by one of your citizens. Southeast, south, and southwest of the 
Settlers are Ocean squares, which produce one grain and two arrows each 
when worked. Surrounding the edge of the visible terrain are a Plains 
square with a river running through it, two additional Grassland squares, 
and four additional Ocean squares. There are also two Hills squares and a 
Mountains square along the northwest edge, two Forest squares to the 
southwest, and an Ocean square two squares to the southeast with a 
Whale in it. We’ll look at these in a moment. 


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You have the option of moving around to find a suitable city site. If the 
nearby terrain is less than optimal it is worth doing so, considering the 
importance of proper city placement. You shouldn't waste too much time 
looking, however. Settlers move only one square per turn, and 20 years 
pass every turn this early in the game. Luckily, your starting position here 
is excellent: The local terrain provides a diverse resource mix, you are 
adjacent to a sea coast, and Grassland squares make good city locations. 


Abraham Lincoln Build your first city by selecting Burp New City from the ORDERS 
menu, or by pressing the (B) key. You can rename the city if you like, but 


we'll refer to it as Washington. 


EXAMINING THE CITY DISPLAY 


As soon as the city is built, a new window 
appears. This window is called the City 
DisPLaY. The City Display gives detailed 
information on the city’s current status, 
including the amount of resources 
generated, the item currently being built by 
the city, and the size and attitude of the 
city’s population. 

Your first priority is to check the status of 
the city’s resources. The POPULATION ROSTER 
shows that there is one citizen in 
Washington, and he is content. Under most 
circumstances, each citizen in the city is 
working in one of the terrain squares 
surrounding the city, generating resources 
for the city’s use. As new citizens are added 
to the population, the game puts them to | iLa 
work in the terrain square it considers the - 
most productive available. In this case, the 
city's single resident is producing resources 
in the Ocean square that contains the Whale. 


You have the option of moving citizens to different terrain squares if you want to 
produce different combinations of resources. As you can see by the icons on the RESOURCE 
Mar, the Whale square is generating two grain, two shields, and two arrows. Click the Whale 
square to "pick up” the citizen working there, then click on the Plains square with the 
river running through it, directly to the east (right) of the city. Notice that, in the Plains 
square with the river, the citizen now generates one grain, one shield, and one arrow. Click 
on the Plains square with the river and then click on one of the Forest squares 
southwest of the city. In the Forest square, the citizen generates one grain and two 
shields, but no arrows. Since the Whale square is one of the most productive types of 
terrain, click on the Forest square and then on the Whale square to return the citizen 
to his original position. 

As you can see, the combination of resources produced is based on terrain type. Under 
normal circumstances, each city can assign citizens to generate resources in any of the 20 
terrain squares surrounding the city. The pattern of 21 squares with the city at the center 
that is seen in Washington's Resource Mar is called the City Rapius. In addition to the terrain 
squares in the City Rapius, the city square itself always generates resources. Like the 
squares worked by your citizens, the number and type of resources produced in the city 
square is dependent on the terrain type. 


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Washington is currently generating four units of food. Each citizen requires two units of 
food each turn in order to survive. Excess grain icons accumulate in the Foon STORAGE Box. 
The more surplus food the city generates, the faster it grows. Washington is also generating 
three shields. Shields represent raw materials used for supporting units and building new 
items. Since there are currently no units to support, the shields generated each turn go 
directly into the PRopucrion Box. Finally, the city is producing three arrows, which represent 
trade goods. Trade goods are divided into three separate categories: Taxes (gold icons), 
Luxuries (goblet icons), and Science (beaker icons). Currently, one arrow is being used to 
generate taxes, while the other two are generating science. 


Washington’s IMPROVEMENTS ROSTER Shows that the only building in the city is the Palace. 
Your Palace denotes that Washington is your civilization’s capital. 


First PRIORITIES 


Because there is so much information to assimilate at the start of the game, it’s hard to 
know what you should do first. There are four priorities that you must keep in mind early 
in the game: defense, research, growth, and exploration. 


Defense: Your top priority is to defend Washington from potential enemies. After all, 
who knows who might be lurking in all that unexplored territory? To defend the city, 
you must build a military unit. When the city is built, it automatically begins to 
construct a defensive unit. The PRopucTION Box shows that Washington is currently 
producing a Warriors unit. 


Research: The science portion of your trade income is used to research new 
Civilization Advances. Civilization Advances are new discoveries and technologies 
that allow you to build newer and better military units, city improvements, and 
Wonders of the World. 


Growth: The surplus food generated by the city eventually leads to population growth. 
When the Foop StoraceE Box is completely filled with grain, a new citizen is added to 
the population. Steady city growth leads to increased productivity and the ability to 
expand your civilization by building more Settlers to colonize the continent. 


Exploration: If you don't explore the dark areas of the map, you have no way of 
knowing what benefits and dangers might be lurking there. By using spare units to 
explore the world around you, you can discover the villages of minor tribes (which 
often provide you with benefits such as money and new discoveries), sites for new 
cities, and neighboring civilizations. 


When you're finished examining Washington, close the City DisPLAY by clicking the 
Exit button in the lower right corner. 


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RESEARCHING CIVILIZATION ADVANCES 


After closing the City Display, press the key to end the turn. At the start of the next 
turn, you are prompted to choose the first civilization advance you want to research. 


When the game begins, your civilization has only 
minimal knowledge, usually consisting of only 
Irrigation, Mining, and Roads. (In some games you 
might be given additional advances at the start of the 
game, but in the tutorial this is not the case.) The bulk 
of your knowledge throughout the game is gained 
through research. There are many different strategies 
dictating the order in which advances are researched. 
For the purposes of this tutorial, we’ll adopt a 
conservative, defensive strategy. You can experiment 
with research strategies of your own as you become 
more familiar with the game. 


When the menu of possible advances appears, 
select Bronze Working, then click OK. We have 
chosen Bronze Working because the discovery of this 
advance allows you to build the Phalanx unit. 
Phalanxes are twice as effective at defending cities 
as Warriors. 


The amount of time required to research L - — - 
discoveries is based on the amount of science your You can only choose one. 
city is currently generating. Remember, science is one 
of the components of trade. Select the TRADE ADVISOR 
option from the Apvisons menu, or press the key. As you can see from this display, it 
currently takes five turns to make a new discovery. The more beaker icons you generate each 
turn the faster you make new discoveries. Click OK to close the TRADE ApvisoR window. 


As you can see by looking at the Status window, 20 years of game time pass. (On 
CHIEFTAIN level, turns start out spanning 20 years each. As the game progresses, the turns 
get shorter, dropping to ten years per turn, then five, two, and eventually one year per 
turn.) 


The amount of trade allocated to taxes, luxuries, and science can be adjusted to a 
certain degree to suit your needs. Select Tax RATE from the Kiyabom menu. As you can see, 
there are three sliders in the Tax Rate window, each of which controls the percentage of 
one of the three elements of trade. Moving a slider left or right decreases or increases 
(respectively) the percentage of trade allocated to that element, and adjusts the other 
elements accordingly so that the total percentage equals 100 percent. 


12 


Unlike Civilization and CivNet, Civilization II limits the maximum percentage of 
trade that can be allocated to taxes, luxuries, and science based on your civilization’s 
government type. You start the game in Despotism, so the maximum percentage you can 
allocate to any trade element is 60 percent. Note that the game automatically sets science 
at 60 percent and taxes at 40 percent. Since your focus should be on research at this time, 
and you currently require no luxuries to keep your population happy, the default settings 
are fine for now. Close the Tax Rate window by clicking the OK button. 


MEANWHILE, BACK IN THE CITY... 


Now, let's take a look at what happened in the city after the first turn. Open Washington's 
City DisPLaY by clicking the city icon on the map. Several things have changed since you 
last looked inside Washington. First, the information in the Tire Bar indicates that your 
treasury now contains 51 gold instead of the original 50. That is because Washington is 
generating one gold coin of taxes each turn. Since there are currently no improvements in 
Washington that require upkeep, the gold is added to your treasury for future use. 


Look at the Foop STORAGE Box. It is no longer empty. There are now two grain icons in 
it. This is the surplus food that was generated by the city on the first turn. It is stored in 
the Foop STORAGE Box for later use. 


Finally, look at the Propucrion Box. Like the Foon STORAGE Box, it is no longer empty. 
The three shields generated on the first turn were used to help build the Warriors unit 
currently under production. 


An alternate way to close the City Disptay is to click on the E] button in the upper left 
corner. Use whichever method you find most comfortable. 


YOUR FIRST UNIT 


Until your Warriors unit is completed, you have little to do. Press the ENTER key three 
times. It is now the fourth turn, and you have just built your first military unit. The Warriors 
unit is now flashing on and off in the city square. The unit is now ready to receive orders. 


There are two things you can do with your first military unit. You could use the unit to 
defend your city. In most cases, it is unwise to leave a city undefended. This is especially 
true if you know that an enemy unit is nearby. However, early in the game, the world is 
sparsely populated, so you can take a chance and send the unit out to explore hidden 
terrain outside the City Rapius. 


Move the Warriors unit to the west by pressing the (4) key on the numeric keypad. 
Note that one of the black, unexplored terrain squares is revealed when the unit moves. 
Most units can “see” one square in any direction. Your turn ends automatically when your 
last unit finishes its movement. Since Warriors can move only one square per turn, your 
turn is now over. 


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YOUR FIRST CIVILIZATION ADVANCE 


We'll go back to exploring the world in a moment. For now, something more interesting has 
happened. At the start of this turn, your scientists announce that they have discovered the 
secret of Bronze Working. Congratulations! You have discovered your first civilization 
advance. After the initial message of discovery, the CiviLOPEDIA appears. The CIvILOPEDIA is 
an on-line encyclopedia of game facts. The CiviLoPeDIA screen that appears after the 
discovery of each advance shows the units, improvements, and Wonders you can now 
build as a result of the advance, as well as new lines of research available. Bronze Working 
allows you to build Phalanx units and the Colossus Wonder, and allows you to research 
Currency. Bronze Working also allows you to research Iron Working, but only after you have 
researched Warrior Code. Close the CiviLOPEDIA screen by clicking the Exit button. 


Once again the list of research choices appears, allowing you to choose the next 
advance you want to discover. Since Bronze Working has provided the ability to build a 
good defensive unit, you can now move on to a research path that enhances your 
exploration capability. Choose Horseback Riding from the menu, and click OK. 


CHANGING PRODUCTION 


Before you do anything else, its time to look inside the city again. Open Washington's City 
DisPLAY by clicking the city’s icon on the map. When you look at the PRODUCTION Box, you'll 
notice that the city has automatically begun to build another Warriors unit. In fact, a city 
goes on producing unit upon unit until it receives orders to the contrary. 


Since the city is still defenseless, you need to build a unit to protect Washington from 
possible invaders. A Phalanx is a better defensive unit than Warriors, so that is what you 
should build. Click the CHanace button above the Propuction Box. When you do so, a menu 
listing the possible production options appears. Choose Phalanx by clicking on it. Click 
OK to exit the Propucrion menu. The Phalanx's icon now appears above the PRODUCTION Box 
to indicate that the city is now building a Phalanx. Click Exir to close the City DISPLAY. 


FINDING A MINOR TRIBE 


Remember your Warriors unit? It's flashing again, indicating that it is once again ready to 
move. Move the Warriors one square to the west by pressing the (4) key on the numeric 
keypad. Note that, as the unit moves, any unexplored (black) terrain within one square of 
the unit is revealed. Press to end the turn. 


When the unit starts flashing again (indicating that it is the next turn) move it one square 
to the southwest by pressing the key on the numeric keypad. Now here's something 
interesting! Your exploration has revealed a “hut,” one square to the southwest of the Warriors’ 
present position. This hut is home to a minor tribe. Minor tribes are not rival civilizations; 
rather, they are small villages populated with people who might be inclined to help you. 


14 


Save your game by choosing the Save Game option from the Game menu, or by 
holding down the key and pressing (sg) You are about to make contact with the minor 
tribe. The results of such contact are random. You could receive a gift of knowledge or 
gold; the tribe might band together to form a mercenary military unit and join you; or the 
tribe might decide to honor you by establishing a new city in your empire. Of course it is 
possible that negative events might occur as well: The village could be empty, or populated 
by hostile Barbarians. By saving the game prior to contact, you have the option of reloading 
from the save if you don't like the results of exploring the village. 


When the Warriors start flashing again, move your unit onto the hut. As stated earlier, 
one of a number of random events will occur as a result of contacting a minor tribe. For the 
purposes of this tutorial, we'll assume that you receive a gift of gold from the minor tribe. 


POPULATION INCREASE 


Continue your exploration for the next three turns. Move the Warriors back toward 
Washington, twice to the east, and once north, so you are right next to the city. 


On this turn, two things happen simultaneously. First, Washington completes the 
Phalanx it was building. Second, the population of the city increases to two, as indicated 
by the number next to the city's icon. Open Washington's City DisrLAY. Notice that the Foop 
STORAGE Box has only two food in it now. Next turn it will start filling up again, accumulating 
grain for the next population increase. 


Notice that the PoruLATIoON ROSTER now contains two citizens. On the RESOURCE Mar, you can 
see that the new citizen is already at work generating resources; specifically, the citizen is 
generating two grain and one shield in one of the Grassland-Shield squares to the north. 
That's fine for now, so leave the citizen there. 


As for production, its time to change again. This early in the game, one defensive unit 
is more than adequate for city protection. Click the CnawaE button, and select Settlers 
from the PRobucTION menu. Its time to start thinking about the next priority: growth. In 
order to expand your civilization, you need to build other cities; and for that, you need 
Settlers. Close the City DISPLAY. 


As noted on the PRODUCTION menu, it will take Washington ten turns to produce a Settlers 
unit. You can speed this up a bit through the use of your Warriors unit. Once the City DISPLAY 
is closed, the Warriors should be flashing. Move the Warriors unit into the city, and re- 
open the CirY DisPLAY. In the center section of the City Display you should see two icons: a 
Phalanx unit and a Warriors unit. Click on the Warriors unit icon. From the menu of 
options that appears, choose DisBanp and click OK. Now, look at the PRopucriow Box. 
Five shields appear as soon as the Warriors unit is disbanded. When a unit is disbanded 
inside one of your cities, half of its original cost in shields is added to the production 
currently in progress. Close the City DISPLAY. 


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Now, back on the map, the Phalanx is flashing. In order to protect the city, the Phalanx 
must remain inside Washington. Units provide the best protection when they are fortified. 
Fortify the Phalanx by choosing Fortiry from the ORDERS menu, or by pressing the 
key. Fortified units remain in their defensive position until you manually reactivate them. 
For now, the Phalanx should be left alone to quard Washington. 


INTERIM 


Because you have so few units and cities early in the game, there are often periods of time 
that pass without your having to take any action. After fortifying your Phalanx, press 
two times. At this point, your wise men discover Horseback Riding. In addition to allowing 
the research of several new advances, Horseback Riding allows you to build Horsemen, 
fast-moving military units that are great for exploration. 


Choose Code of Laws as the next advance to research. For the purposes of this 
tutorial, our goal now is to develop Trade. In order to do so, you must research both Code 
of Laws and Currency. Code of Laws also leads to Monarchy, a more advanced form of 
government that helps to increase your productivity. Continue pressing . 


About six turns later, you are notified that Washington has completed the Settlers it has 
been building. Choose the Zoom To City option on the notification menu to open the City 
DispLay. Once there, change production so that Washington is building a Horsemen unit. 
You'll be using the Horsemen to do some more exploration as soon as it’s built. 


You'll notice that Washington's population has dropped to one. That is because Settlers 
units represent citizens that leave the city in order to improve the surrounding terrain or to 
establish a new city. Also, one of the three shields generated by the city is now being used 
for support. That is because, under Despotism, any units beyond the size of the city's 
population require one shield each turn to support them. Right now, you have two units, 
but only one citizen. At any rate, the Foop STORAGE Box shows that the population is about 
to increase again, so these situations are only temporary. Close the City DISPLAY. 


EXPANDING YOUR EMPIRE 


Now it's time to expand your empire. Move your Settlers directly west until they reach 
the sea coast, then move them one square to the southwest. Use the Burp CITy 
command on the ORDERS menu, or press (B) to build a new city. Again, you can name the 
city anything you want, but we'll refer to it by its default name, "New York." 


When New York's City Display opens, you'll notice a couple of differences from 
Washington when it was first built. Although New York is generating just as much food as 
Washington did, raw materials and trade goods generation are both significantly lower. 
That's because there are no special resources, like Whales, to take advantage of within 


16 


New York's City Rapius at this time. Which brings us to another oddity: the entire City RADIUS 
of New York is not visible. That’s because there is still some unexplored terrain nearby. In 
order for the city to take advantage of its entire City Rapius, all the terrain therein must be 
explored. You'll have to take care of that as soon as possible; you never know what useful 
resources might be lurking in the dark. 


Notice that New York is currently producing a Phalanx. Since this city needs to be 
protected too, a Phalanx is just what you want. Close the City DisPLAY. 


After a couple of turns pass, the Horsemen unit is completed in Washington. When the 
Horsemen unit appears, open Washington's City DisPLaY, and click the CHANGE button. 
Since you have enough units for the time being, and you aren't quite ready to incur the 
upkeep expense of a Barracks, let's build your first Wonder of the World. Choose Colossus 
from the PRoDUcTION menu, and close the City DISPLAY. 


Meanwhile, let's go and explore that hidden terrain near New York. Move your 
Horsemen west, toward New York. Notice that Horsemen have twice the movement 
capability of the other units you've used so far. That's why they are so good for exploring. 


As you move toward New York, your wise men make another discovery: Code of Laws. 
When you are offered the choice of what to research next, choose Currency. 


On the next two turns, move the Horsemen southwest. Halfway through the second 
turn's movement, the Horsemen should reach the coast just south of New York, revealing 
several new terrain squares. One of these is a Whale. (Remember how productive that was 
back in Washington?) Maybe it is inside New York's City RADIUS... 


Open New York's City DisPLAY. The entire City Rapius is now visible; and you're in luck! 
The Whale square is inside the City Rapius. Click the Grassland square northeast of the 
city to “pick up” your worker, then click the Whale square to put him to work again. Note 
that New York's resource generation has now significantly increased. Close the City DISPLAY. 


Move your Horsemen directly east until you reach the Forest on the coast west of 
Washington. Notice that your unit only gets to move once when moving into a Forest. 
That's because it takes two movement points to move into Forest squares. Because of their 
rugged features, many terrain types require more than one movement point in order to 
move through them. Now, move your Horsemen east, past Washington, until you get to 
the River. Then, proceed roughly east-southeast, following the coast. 


After your Horsemen unit is several squares past Washington, the Phalanx in New York 
is completed. Fortify the Phalanx, just as you did in Washington, and change the 
production in New York to Settlers. 


As you continue to explore, your Horsemen might encounter one or two minor tribes. 
When you discover Currency select Trade as your next research project. Save the game 
again, and enter these villages just as you did the first time you met a minor tribe. 
Restart from the saved game if you don't like the results. 


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MEETING ANOTHER CIVILIZATION 


If you continue along the coastline as instructed, you eventually meet your nearest 
neighbors, the Sioux. Their capital city, Little Bighorn, is located some distance away, on 
the opposite coast directly southeast of Washington. As soon as you enter Sioux territory, 
their leader, Sitting Bull, requests an audience with you. Accept Sitting Bull's invitation by 
clicking OK. 


Establishing effective communication with your neighbors is vital to your success. Early 
in the game, you should take any reasonable actions to ensure that nearby civilizations 
enjoy your company. Not only does this keep your civilization reasonably safe from attack, 
it can also lead to profitable exchanges of money and information. You can see your 
opponent’s attitude toward you when you make contact with one another. The attitudes of 
rival leaders are based on your past behavior when dealing with other civilizations. Since 
this is your first contact with any civilization, Sitting Bull should have a fairly good attitude 
when you first meet (“cordial” at the very least). 


The most likely result of this encounter is that Sitting Bull will offer to exchange 
knowledge or sign a peace treaty. Whatever Sitting Bull offers, accept his proposals. 
Notice that each time you agree to his proposals, Sitting Bull’s attitude steadily improves. 
This is important, because you want to make friends at this stage in the game. If Sitting 
Bulls attitude is particularly good (“enthusiastic” or “worshipful”), offer to SUGGEST A 
PERMANENT STRATEGIC ALLIANCE With the Sioux. A permanent alliance is better than a treaty, 
because it allows both civilizations to move freely through one another’s 
territory. Whether the alliance is accepted or rejected, end the meeting 
by choosing CONSIDER THIS DISCUSSION COMPLETE and Clicking OK. If the 
alliance was rejected, move your Horsemen unit away from Little 
Bighorn as soon as possible to avoid violating the peace treaty. If you 
establish a reputation of violating peace treaties, your opponents are less 
likely to sign agreements and treaties with you in the future. 


After this encounter, you have gained a friend (for now), and possibly 
one or two free civilization advances as a result of technology exchange 
with the Sioux. Now that you have made contact, you can chat with Sitting 
Bull at any time by selecting the FOREIGN MINISTER option from the ADVISORS 
menu, and sending an emissary to the Sioux. Sitting Bull can also contact 
you at any time. You shouldn’t pester your opponents too frequently, 
however, because rival leaders quickly grow weary of interruptions. 


If you are contacted by the Sioux at any time during the remainder 
of this tutorial, agree to their demands. During the tutorial game, you 
want to keep the Sioux happy so they won't attack you. During a real game, 


use your own judgment as to how to respond to an opponent's demands. Sitting Bull 


18 


IMPROVING THE TERRAIN 


Continue exploring with your Horsemen to the northeast of Little Bighorn. Avoid entering 
Little Bighorn's City RApius, because this will be viewed as a violation of your peace treaty. 


After a number of turns, your wise men discover Trade. Select Ceremonial Burial as 
your next advance. If you already have Ceremonial Burial (as a result of knowledge 
exchanged with the Sioux), select Monarchy. 


Several turns later, New York finishes building its Settlers. Open New York's City DISPLAY 
and click the CHANGE button. Notice that there are now several more options on the 
PRODUCTION menu: the discovery of Code of Laws allows you to build a Courthouse, and the 
discovery of Trade allows you to build Caravan units. Select Caravan, and close the 
City DISPLAY. 


When the Settlers unit becomes active, move it one square to the northeast of New 
York (using the (9) key on the numeric keypad), onto the Grassland-Shield square. For 
the next couple of turns, keep exploring with the Horsemen, but skip the Settler’s turn 
by pressing the (Spacebar) Continue to do this until New York's population has increased 
to two. When this happens, open New York's CirY DISPLAY. 


When you look at New York's Resource Mar, you see that the Grassland-Shield square 
northeast of the city is currently generating one shield and two grain. That's not bad, but you 
can use your Settlers unit to improve the production in that terrain square. Close the City 
DisPLAY. When the Settlers becomes active, choose BuiLp Roan from the ORDERS menu, or 
press the (R) key. For the next couple of turns, the Settlers unit spends its time building a 
road. When the Settlers become active again, you see on the map that there is now a road 
leading out of New York to the northeast. Now, open New York's City DisPLAY again and look 
at the Resource Map. Notice that, after the construction of the road, the same Grassland- 
Shield square is now generating one trade good icon in addition to its former resources. In 
addition to this benefit, roads increase movement speed: units only expend one-third of a 
movement point to move along a road, no matter what type of terrain the road occupies. 


Close the City DisPLAY. Believe it or not, the terrain can still be further improved. When 
the Settlers become active again, choose BuILD IRRIGATION from the ORDERS menu, or 
press the (1) key. 


Building irrigation takes a bit longer than building roads. While you’re waiting for the 
Settlers to complete their task, you discover another civilization advance. If you just 
discovered Ceremonial Burial, select Monarchy as your next advance. If you just 
discovered Monarchy, select Writing as your next advance, and choose Nor Just YET... 
when you are offered the chance to start a revolution to change governments. 


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Several turns later, the Settlers complete their irrigation project; the terrain square is now 
marked to show that it is irrigated. Open the Ciry DisPLAY for New York. Notice that the resource 
production has not changed as a result of irrigation. Normally, this would not be the case: 
irrigation usually increases the grain output of Grasslands by one. However, under Despotism, 
your current system of government, any terrain square producing three or more of any resource 
type has its production reduced by one. So, instead of three grain, the square still produces 
only two. This illustrates the drawbacks of Despotism, and explains why your research is 
now proceeding toward Monarchy, where such penalties do not exist. Close the City 
DISPLAY. 


While you're waiting for the next advance to be discovered, use the Settlers unit to 
build a road between New York and Washington. Move one square toward Washington 
and build a road. Continue until you have connected the two cities. This will facilitate 
fast travel between your cities. After the road is built, use the Settlers to start improving 
the terrain around Washington. 


ESTABLISHING A TRADE ROUTE 


Shortly after you start building your inter-city road, the Caravan in New York is completed. 
You'll be using this Caravan to establish a trade route between New York and Little Bighorn. 
Trade routes increase the amount of trade goods generated in both their home city and the 
city with which the trade route is established. Trade routes also give the Caravan's home 
city a cash and science bonus on the turn when the route is established. Each city can 
operate up to three separate trade routes. 


After you are notified of the Caravan's completion, a menu appears listing the possible 
trade goods that the Caravan can carry. Select each commodity in turn, and click the 
SurPLY AND DEMAND button to review what cities traffic in that item. If Little Bighorn 
demands one of the items on your list, select that item and click OK. Otherwise, select 
any item and click OK. You get both the trade increase and a cash and science bonus no 
matter what your Caravan carries, but the cash and science bonuses are bigger if you supply 
goods demanded by the destination city. Confirm your choice by clicking CONFIRM AND 
Zoom. When New York's City Display appears, change the city's production to Marketplace. 
The Marketplace improvement increases both tax and luxury output in New York. 


As soon as the Caravan becomes active, start moving toward Washington. It takes 
a while to get to Little Bighorn, because a Caravan moves at a rate of one square per turn. 
It’s worth the trip, though. The farther away the destination, the higher your cash and 
science bonus. 


20 


En-route to Washington, you discover 
another civilization advance (Monarchy or, if 
you're ahead of the game, Writing). For 
now, don’t declare a revolution. Select 
your next advance: Writing (if you don't 
already have it) or Map Making. We'll come 
back to Monarchy shortly. You will, in fact, 
discover another advance before your 
Caravan reaches Little Bighorn. This time, 
choose Map Making (if you don't have it) 
or Warrior Code. 


Lulu utu RT 


E 


Meanwhile, back on the trade route, 
your Caravan reaches Washington. Move the 
Caravan into the city. When the Caravan 
enters Washington, you get a list of options. 


| TUTUETETD - EEG me You can establish a trade route with 


Washington (which you don't want to do). 

WonpER. (Remember, Washington is still in 
the process of building the Colossus.) If you 
were to choose this option, the Caravan would be disbanded, and 60 shields would be 
added to the production of the Colossus. This is an excellent way to accelerate the 
construction of Wonders of the World which, obviously, take quite a long time to build. For 
now, however, your goal is to establish a trade route with Little Bighorn. Choose KEEP 
Movina and click OK. 


Continue moving the Caravan until you reach Little Bighorn, then move the unit 
into the city. Choose EsrABLISH TRADE RourE from the menu. You have now established 
your first trade route! A message appears telling you how much money you receive as an 
immediate bonus. An equivalent number of beakers is added to your current research 
project at the same time. Open New York's Cirv DisPLaY. Note that the trade route is now 
listed in the bottom center portion of the Crrv DispLay, and that New York's arrow production 
has increased as a result of the trade route. 


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CHANGING GOVERNMENTS 


By now, you have established a small, but thriving, civilization. You are doing well, but you 
could do better. The last thing you'll learn in this tutorial is how to improve your civilization 
by switching to better forms of government. 


Open New York's City DisPLAY. Note that the city is currently generating six grain, five 
arrows, and four shields (assuming that the trade route with Little Bighorn is generating one 
arrow. Your actual number of arrows might vary slightly.) Close the City DISPLAY. 


Now, it's time to change governments. Select the REvoLurion! option from the KINGDOM 
menu and confirm your choice to overthrow the government. Within a few turns, a 
menu appears listing the systems of government currently available to you. Choose 
Monarchy and click OK. Your civilization is now ruled through a Monarchy. The Tax RATE 
window appears, giving you the opportunity to reset your division of trade between taxes, 
luxuries, and science. Note that your maximum rate is now capped at 70 percent and 
close the window. Now, you'll make discoveries more quickly. 


Let's take a look at the effects of the government change. Open New York's City 
DisPLAY. Look at the production changes. The city's grain production has increased from six 
to eight. Note that the Grassland-Shield square you irrigated earlier is now generating three 
grain instead of two. The other extra grain is coming from the city square itself (it is 
automatically irrigated when the city is built). Trade has also increased as a result of the 
change in government. The Whale square is now generating one additional arrow. This has 
the effect of increasing the number of beakers from three to four. Shield generation has 
remained the same because none of the terrain currently in use around New York is 
capable of producing more than two shields under the present circumstances. If you look 
at the City DispLay for Washington, you'll notice similar increases in that city as well. 


CONCLUSION 


So ends the tutorial. You should now be familiar with many of the basic concepts of 
Civilization II. Feel free to continue playing the tutorial game and see how you do, or go 
back and start a new game on a randomly generated world. Remember, you have only 
scratched the surface when it comes to learning the game. Use the rest of this manual and 
the on-line CiviLOPEDIA in the game to help you with new concepts as you encounter them. 


Have fun, and good luck! May your reign be long and fruitful. 


22 


ke 


J SETTING UP 


 AGAME 


Beginning a game of Civilization II means choosing the circumstances in 
which you want to play. Your options include specifying the number and 
location (physical starting point) of your opponents and manipulating the 
environmental and physical parameters of the world you'll explore. 


YOUR FIRST DECISION 


To launch the game, click on the Civilization II icon. After the game has initialized itself, 
choose the language in which you'd like text to appear. When you click OK, the opening 
animation begins (if you chose to install it). You can wait for it to end or press any key to 
cut it short. Setting up a game means making easy decisions on a series of options screens. 
At the first of these, you decide whether to start a new game or continue a previous one, 
among other things. The full list of options is described below. Once you've chosen an 
option, you'll need to click OK to continue. 


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Start a New Game: Begin an entirely new game. Choosing this option means going 
through the basic pre-game options screens, as we explain below. 


Start on Premade World: Play on a custom map created with the CivMaps utility. A 
dialog box lists all of the saved maps available in the current directory. Choose the 
map you wish to load. You can switch directories to find maps you've saved in other 
locations. 


Customize World: Build a world right down to the picky details of land form, climate, 
and geologic age. When you choose this option, you see all of the set-up screens, 
not just the important ones. 


Begin Scenario: Choose this option to load a pre-set historical scenario. A dialog box 
lists all of the available choices. You choose which side you want to play. 


Load a Game: Load and continue a previously saved game. A dialog box lists all of the 
saved games available in this directory. Choose the game you wish to load. You can 
switch directories to find games you've saved in other locations. 


View Hall of Fame: See the standings of previous conquerors and despots. 


Use the OK button to confirm your choice, or the CanceL button to quit Civilization II. 


CUSTOMIZING GAME SET UPS 


These option screens progress from whole-world effects down to the name of your tribal 
leader. If at any point you realize that you'd like to reset an earlier parameter (you suddenly 
wonder what a jungle planet would be like, but you're past that screen), you can click the 
CANCEL buttons located on each screen to “turn back the pages” to a previous screen, then 
make another choice. When you are happy with the choices you have selected, click the 
OK button to continue on to the next screen. If you want to be surprised, you can click the 
RANDOM button to let the game select a parameter for you. 


SELECT SIZE OF WORLD 


By choosing the size of the map, you can determine how much territory there is, and to a 
large degree, how long the game takes to play. 


24 


Small: This size map leads to short, intensely contested games. Tribes find each other 
quickly. 
Normal: This is the standard size map. 


Large: This sprawling map takes longer to explore and exploit. Consequently, games 
go on longer. 


Custom: Choose this option to specify the height and width of your map. The dialog 
box explains the limits of your choices. 


CUSTOMIZE: LANDMASS 
This parameter sets the number of terrain squares that are land. 


Small: Choosing this option gives your world a small number of land squares and a 
larger number of ocean squares. 


Normal: This option yields about equal numbers of land and ocean squares. 


Large: This option produces a large number of land squares, and a small number of 
ocean squares. 


CUSTOMIZE: LAND FORM 


This parameter determines the way in which your world’s land is shaped into 
land masses. 


Archipelago: This option produces relatively large numbers of relatively small 
continents. 


Varied: Choosing this option gives your world an average number of average sized 
continents. 


Continents: This option yields one or two large land masses. 


CUSTOMIZE: CLIMATE 
This parameter sets the relative frequency with which particular terrain types occur. 


Arid: Choosing this option gives your world a larger number of “dry” terrain squares, 
such as Plains and Desert. 


Normal: This option yields about equal numbers of “wet” and “dry” terrain squares. 


Wet: This option produces a larger number of “wet” terrain squares, such as Grassland, 
Forest, and Swamp. It also increases the number and length of rivers generated. 


CUSTOMIZE: TEMPERATURE 
This parameter determines the relative frequency with which particular terrain types occur. 


Cool: This option produces larger numbers of polar terrain squares, like Tundra and 
Glacier. 


Temperate: Choosing this option gives your world an average number of each terrain 
type. 

Warm: This option yields a larger number of tropical terrain, like Desert, Plains, and 
Jungle. 


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CUSTOMIZE: AGE 


This parameter determines whether like terrain squares clump together, or are widely 
scattered. 


3 Billion Years: This option yields a young world, one in which terrain squares seem 
to occur in clusters. 


4 Billion Years: This option yields a middle-aged world, one in which glaciation and 
plate tectonics have been acting to diversify terrain. 


5 Billion Years: This option produces an old world, one in which the forces of nature 
and chaos have almost wholly randomized the terrain features. 


DIFFICULTY LEVELS 


Choose the level of difficulty at which you wish to play. Although Civilization II is not 
necessarily more difficult as a whole than its predecessor, there are new features and 
adjustments that will not be familiar to players of previous versions. (New players don't 
need to worry, as they have no bad habits to break.) If you are used to playing Civilization 
at a particular level, we recommend that you start your first Civilization II game at one 
level easier difficulty. 


A number of factors are adjusted at each difficulty level, including the general level of 
discontent among your citizens, the average number of barbarian units encountered in a 
surprise attack, the pace of technological advancement, and the total number of turns in 
the game. 


Chieftain: This easiest level is recommended for first-time players. The program 
provides advice when a player must make decisions. 


Warlord: Civilization advances take longer to acquire at this level of play. Warlord level 
best suits the occasional player who doesn't want too difficult a test. 

Prince: At this difficulty level, advances come much more slowly. You need some 
experience and skill to win. 

King: Experienced and skilled players often play at this level, where the slow pace of 
advancement and the unstable attitude of citizens presents a significant challenge. 


Emperor: This level is for those who feel the need to be humbled. Your opponents will 
no longer pull their punches; if you want to win, you'll have to earn it. 


Deity: The ultimate Civilization challenge, for those who think they've learned to beat 
the game. You'll have to give a virtuoso performance to survive at this level. And 
yes, some of us can actually win (sometimes). Good luck! 


26 


LEVEL OF COMPETITION 


Choose between three and seven civilizations in the world. More opponents do not necessarily 
mean more danger, although more opponents means earlier contact and an increased risk 
of war. Of course, contact with other civilizations also offers opportunities for trade, alliances, 
and the rewards of the spoils of war when you emerge victorious. The fewer your opponents, 
the more time you have to peaceably expand and develop before encountering rivals. 
Barbarians are a factor in either situation, and do not count as a rival civilization. 


Your civilization counts as one of the cultures, so if you choose a world with three 
civilizations, you only face two rivals. Seven civilizations (you and six others) is the 
maximum number for any Civilization II game. 


LEVEL OF BARBARIAN ACTIVITY 


A new feature in Civilization II is your ability to set the aggressiveness of barbarian units 
in the game. 


Villages Only: Players who really hate barbarians can choose to play in this "ideal 
world." There is a significant scoring penalty, however, so you'll have to make the 
most of it. 

Roving Bands: Barbarian bands and pirates occasionally appear, but half as frequently 
and in smaller numbers than at higher levels. There is a slight scoring penalty at this 
level. 

Restless Tribes: Barbarians, in moderate to significant numbers, appear at intervals. 
This represents the "standard" level of barbarian activity found in the original 
Civilization. Your score is unaffected at this level. 


Raging Hordes: You asked for it! The world is full of barbarians, and they appear in 
large numbers. If you survive, you receive a scoring bonus. 


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SELECT GAME RULES 


The default option here is Use STANDARD RULES. If you want to tweak the parameters of the 
game, choose the Customize RuLes option to change the whole flavor of the challenge. The 
SELECT CUSTOM FEATURES screen offers several different possibilities. 


Simplified Combat: When this box is not checked, units have hit points and firepower 
statistics. When it is checked, combat is absolute — the unit that wins is completely 
whole, and the unit that loses is demolished. 


Flat World: When this box is checked, the map edges are the boundaries of the world, 
and no ships can cross from the east margin of the map to the west margin. 


Select Computer Opponents: The location of your first unit and the proximity of your 
rivals is usually determined randomly. However, you can choose to specify the 
identities of your opponents. For each rival position, a dialog box gives you three 
tribes from which to choose, and a Ranbom button if you have no strong preference. 
You can select the starting locations of some or all of your opponents if you create 
a custom map of the world. See Customizing Maps for details. 


Accelerated Startup: When this box is checked, you can choose from a starting date 
one or two millennia into the game. The computer settles your first city (or two) for 
you, builds initial units, and completes initial research into advances, all in the blink 
of an eye. 


Bloodlust (no spaceships allowed): When this box is checked, no 
player can build spaceship parts, and the only way to see the 
winner's animation is to conquer the world. 


Don't Restart Eliminated Players: Normally, when a civilization is 
wiped out, the computer looks to see if conditions are right to 
settle another civilization carrying shields the color of the 
eliminated culture. When this button is checked, no colors are 
resurrected, and each opponent eliminated is one less power in 
the world. 


dd 


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SELECT YOUR GENDER 


You can choose to play a male or a female leader. Each civilization has one default leader 
of each gender, and of course, you can customize your leader’s name. 


SELECT YOUR TRIBE 


Select the name of your tribe from the options available, or click on the Custom button. The 
Customize Your Tribe dialog box includes spaces for you to enter your LEADER's NAME, your 
TRIBE'S NAME, and the adjectival form of your tribe's name (for messages and announcements). 
The default options give examples of each entry. 


Titles: Choose this option to specify the titles by which you prefer to be addressed for 
each form of government in the game. 


Portrait: This option offers several rows of portraits from which you can choose the 
face you'd like to present to the world. 


When you're satisfied with your choices in each screen, click the OK button. 


SELECT YOUR CITY STYLE 


Here you can choose the style in which your citizens build. The default style is chosen to 
reflect your tribe's national origins as closely as possible. 


Bronze Age Monolith: In the style of the Mayan and Sumerian empires, your city icons 
build from simple stone boxes to complex clusters of megalithic proportions. 


Classical Forum: Following the Greek and Roman styles, your city icons progress from 
neat marble structures to gleaming colonnaded vistas. 


Far East Pavilion: In the Oriental tradition, your city icons build from red-tiled gables 
to elaborately layered pagodas. 


Medieval Castle: Following European models, your city icons grow from narrow 
thatched cottages to tightly packed labyrinths of humanity. 


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READY, SET, GO 


After you are satisfied with your settings, click OK 
to start the clock ticking on your civilization. A 
screen pops up welcoming you to your position as 
leader and detailing the accomplishments of your 
culture thus far. When you have finished reading 
the screen, press any key or click the OK button 
on the screen to begin the game. 


30 


If you’re already familiar with Civilization in one of its previous incarnations — 
the Macintosh version, the DOS version, the Windows version, or the multi- 
player version — there are a lot of features that are familiar. However, that 
familiarity can lead you into some pitfalls, because the game has evolved 
and grown, so that this new version is substantially different. Take a few 
moments to peruse this section for a summary of the changes you 
can expect. 


CIVILIZATION’S NEW LOOK 


As Civilization has matured as a game, the quality of graphics has also matured. 
Civilization II has high resolution graphics now, scaleable fonts and windows, and whole 
new units and improvements. Settlers units are no longer represented by those old, 
familiar covered wagon icons. But more is new than simply different pictures. 


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THE MAP 


Civilization II uses an isometric grid instead of the old, square grid. This means each 
square (what we call a terrain square, or just square) is now a diamond shape, as if you 
are viewing it from an angle. Movement still proceeds along the compass points as it always 
did. Some players may have difficulty getting used to this new view, finding it hard to tell 
where a city’s radius begins and ends, for instance. If you have this problem, we 
recommend you select Show Mar Grip from the View menu or press the and keys 
simultaneously. This activates a grid overlay which outlines each map square. 


THE UNITS 


Every unit icon in the game now carries a shield. The color of the shield body indicates the 
civilization to which that unit belongs. As in Civilization, barbarian units are always red. 
The colored strength bar at the top of the shield indicates the overall health of the unit. We’ll 
go into detail in New Combat Concepts, but for now you should know that green indicates 
a healthy unit, yellow means the unit is somewhat damaged, and red shows a critically 
injured unit. 


THE CITIES 


You can choose what style of architecture your civilization prefers to build when you set up 
a game. As your cities increase in size, the icons that represent them on the map also 
change, reflecting the increasing urbanization and population of the site. Whenever you 
capture a city, its icons change to reflect your preferred style of architecture. Once your 
civilization reaches the industrial era, the architecture of your cities begins to reflect your 
new level of technology. 


THE DISPLAYS 


Many screens and displays have been redesigned to better present new information and to 
take advantage of the more sophisticated graphics now available. Most of the information 
should be self-explanatory; all the major game windows are illustrated in Reference: 
Screen by Screen. 


NEW COMBAT CONCEPTS 


Players of Civilization were occasionally disconcerted when a “lucky” veteran Phalanx 
unit, fortified in an enemy city, destroyed an attacking Battleship unit. Mathematically it was 
possible, but the image conjured up just didn’t sit right. How could ancient spearmen take 
out a modern steel warship? To smooth out such freakish reaches of probability, 
Civilization II has added two new statistics for each unit: hit points and firepower. 


32 


Hir PoiNTS & FIREPOWER 


Hit points are graphically indicated by the colored strength bar across the top of each unit's 
shield. Both the length of the strength bar and the color are significant. As a unit loses hit 
points in an attack, its strength bar gets shorter. In addition, when the unit is reduced to 
approximately two-thirds of its full strength, the strength bar changes from green to yellow. 
When a unit's hit points are reduced to around one-third of its full strength, the bar changes 
from yellow to red. 


Hit points represent a unit's relative durability in combat situations. Ancient and 
unarmed units generally have ten hit points. Units with firearms have 20, and units with 
steel armor have 30. Battleships, with their extraordinarily thick armor, are unique in 
having 40 hit points. A unit with ten hit points can be hit ten times before being destroyed. 
This does not necessarily mean that ten units each hit it one time. Units also have a new 
statistic, firepower, which indicates the number of points of damage that unit does each 
time it successfully scores a hit. 


These new statistics widen the gap between primitive technologies and modern 
weaponry. A Musketeers unit with a strength of three attacking Pikemen of strength two has 
an "effective strength" of far greater than three, simply because its increased hit points (20, 
representing its firearms) allow it to sustain twice as much damage as the Pikemen. A 
veteran Phalanx unit might still damage a Battleship, but the chance of utterly demolishing 
it is negligible. 


RESTORATION 


The new stats also bring with them the need for restoration. When combat was all-or-nothing, 
defeated units were always destroyed, and victorious units emerged unscathed. Now, victory 
is not always without cost. A damaged unit might suffer curtailed movement points and is 
vulnerable to counterattacks by further enemy units. So how do you regain full strength? 


A damaged unit can partially restore itself by skipping its entire turn — pressing the 
(Spacebar)). Units repair faster when they remain in cities for a full turn. If the city they occupy 
has certain improvements, they can heal even more rapidly. Along with its former capacity 
for turning out veteran units, a Barracks can repair around units. The new Port Facility city 
improvement can repair naval units, and the new Airport city improvement can repair air 
units — in all three cases, the damaged unit is restored to full strength in a single turn. 


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NEW AND CHANGED UNITS 


People have been suggesting new units to include in Civilization since the initial release 
of the game. For Civilization II, we wanted a more continuous progression of 
development in the three types of ground troops: the basic, all-purpose Infantry, the swift- 
moving Cavalry, and the heavy-weapon Artillery. In addition, there are more gradations in 
ships and in air units. Modern units often fulfill specialized roles, and more units have 
special abilities and unique capabilities. Finally, each non-combat unit of old gains an 
advanced version, so that Settlers are followed by Engineers, Diplomats by Spies, and 
Caravans by Freight. Engineers work and move twice as quickly as Settlers, and can 
transform terrain using modern technology. Spies can perform normal diplomatic 
missions more effectively than Diplomats, and have several new missions available, 
including poisoning water supplies and even planting nuclear devices! Freight units move 
more quickly than Caravans, and provide greater economic bonuses for trading. 


The existence of all of these new units gave rise to the opportunity to rebalance some 
old ones. Chariots have been toned down to an ADM of 3/1/2, for instance, while Legions 
have been beefed up to an ADM of 4/2/1. You'll find the full details in the CiviLoPEDIA entries 
for each unit. 


SPECIAL COMBAT CASES 


To better reflect their real-world abilities and handicaps, many units have unique combat 
rules and abilities. For instance, when a ship bombards a ground unit on shore, the 
firepower of both units is reduced to one. This simulates the low accuracy of shore 
bombardment. Similarly, ships defending in port have their firepower reduced to one, 
because of the limitations of maneuverability. Air units attacking ships in port have their 
firepower doubled, to represent the vulnerability of their targets. The Combat section of 
Units gives the full details for each exceptional case. 


NEW PRODUCTION CONCEPTS 


We've tweaked the economics of the game a little to help fill in some gaps and to make 
playing more of a challenge for experienced loophole dodgers. 


WASTE 


In previous versions of Civilization, trade is modified by corruption. When an empire 
sprawls over a great area, and its form of government is low on the scale of sophistication, 
corruption lowers the total trade goods intake in cities on the fringes and frontiers. The more 
sophisticated the government and the smaller the sprawl, the less effect corruption has. 


34 


Civilization II extends this concept of modification to include another resource. Now 
shield production is also affected by the level of government and the sprawl of empire. In 
fringe locations, some proportion of the shields that workers generate each turn is lost as 
waste. 


PENALTIES FOR SWITCHING PRODUCTION 


A city can produce three different types of things: units, improvements, and Wonders. To 
close several loopholes that players had been exploiting, Civilization II introduces a 
Significant penalty for switching production between different types (changing a city's 
production from City Walls to Knights, for instance, or from City Walls to a Wonder of the 
World). Switching from one type of production to another in mid-stream (or mid-build) costs 
a 50 percent reduction in the number of shields already accumulated. Switching 
production within a type — from one unit to a different unit, for instance — incurs no 
penalty. 


NEW AND CHANGED IMPROVEMENTS 


Along with new units, Civilization II also includes new city improvements. These 
improvements address needs that have arisen because of other changes in the game. For 
instance, the new concept of restoration (mentioned under New Combat Concepts) led 
to the development of facilities where restoration could take place in one turn. Port 
Facilities repair naval units, Airports repair air units, and Barracks restore ground units (as 
well as continuing their ^old" function of producing veteran units). The new Superhighways 
improvement grants a 50 percent increase in trade to citizens working land within a City 
Rapius, and the new Supermarket improvement allows workers on irrigated land to produce 
50 percent more food. To compensate, laying railroad track in a square now only increases 
workers’ shield production in the underlying terrain, instead of increasing all resources. All 
of these details are listed in full in the CiviLorEpiA entries for each improvement. 


In addition, some classic city improvements have been adjusted to fit the new demands 
of play. Colosseums (which in Civilization made three citizens content) now make four 
citizens content once your tribe discovers the Electronics advance. This represents the 
effects of television on the masses. On the other hand, a Cathedral is less effective as an 
improvement (making only three citizens content instead of four). Further, other discoveries 
can improve or undermine a Cathedral's influence. Achieving the advance of Theology 
increases the effectiveness by one citizen; however, the discovery of Communism reduces 
it by one citizen. This represents the diminished influence of organized religion in the 
modern world. Courthouses, under a Democracy, now make one content person happy in 
addition to their classic effect. Under other forms of government, Courthouses now also 
make a city more difficult for opponents to bribe. You cannot build a Manufacturing Plant in 
a city that does not yet have a Factory. Further, plants in cities where the Factory has been 


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sold or lost increase output 50 percent (not 100 percent) until the Factory is rebuilt. 
The same loss of bonus applies to the Bank & Marketplace combination and to the 
University & Library pairing. City Walls are cheaper and no longer cost maintenance. 
Aqueducts are now required for cities to increase beyond size eight; they used to be required 
above size ten. The full details are listed in the CiviLoPEDIA entries for each improvement, so 
be sure to check them out. 


NEW TERRAIN CONCEPTS 


Redrawing the squares as isometric diamonds doesn't affect the gameplay in 
Civilization II. However, there were some elements of terrain that we decided could be 
jazzed up, including new special resources and upgrades for city squares. 


RIVERS 


In Civilization, rivers were considered their own terrain type. Now, they are features that 
can be found running through almost any terrain, making their appearance more true-to- 
life. To simulate the beneficial effect rivers had on trade, especially in ancient times, any 
ground unit can follow a riverbed (either upstream or down) for a cost of only one-third of 
a movement point per square. The presence of a river in an adjacent terrain square still 
indicates access to water for irrigation, if that adjoining terrain can be irrigated. Rivers still 
convey a defense bonus of 50 percent, and squares through which they run can still be 
worked for trade goods in addition to the yield of the basic terrain. 


NEW SPECIAL TERRAIN 


To spice up your world, special terrain resources have been re-allocated in Civilization II. 
Now each terrain type (except Grassland) has two associated special resources, each with 
its own developmental bonuses. Each special resource has an icon that rests on top of the 
basic terrain square. To allow for these new resources, some of the special icons with which 
you are familiar have been renamed and adjusted — for instance, the special resource for 
Swamp used to be Oil. This resource yielded an extra four shields, along with the one food 
that basic swamps could generate. Now the Peat resource allows workers to produce four 
extra shields. In addition, Swamps might also be enhanced by Spice, which allows citizens 
working them to produce four extra trade arrows, but does not yield any shields. The 
Special Terrain Chart on the Poster summarizes all special terrain resource icons, 
names, and statistics. 


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UPGRADING CITY SQUARES 


It makes sense that city squares should improve as civilizations become more advanced. 
In Civilization II, city squares are automatically improved from roads to railroad once 
your tribe discovers the Railroad advance. Now units can slide through them without losing 
one-third of a movement point. Once you have discovered Refrigeration, each city square 
in your empire is automatically improved to farmland. 


NEW MOVEMENT CONCEPTS 


To simulate the effect of river transport, which was particularly important to early 
civilizations, ground units moving along rivers only use one-third of a movement point for 
each square (i.e., as if they were moving along a road). Note that the unit must follow the 
main river channel to receive this benefit: Simply hopping from one bend to another doesn’t 
count. See figure for details. 


In addition, some new units (like Alpine 
Troops, Explorers, and Partisans) have the 
ability and equipment to move quickly 
through even the most difficult terrain. In 
game terms, they treat all terrain as roads. 
This means that it never costs them more 
than one-third of a movement point to enter 
any square — regardless of the terrain type 
or the actual existence of roads. Units with 
the ability to treat all terrain as roads can 
still use railroads for free movement, just as 
any other unit. 


Sailing experience accumulates with 
new advances. In the early days, your 
Triremes have a 50 percent chance of being 
lost at sea each time they end their turn ina 
square that is not touching the shoreline. 
However, once your civilization discovers 
Seafaring, your crews’ experience of the 
coastal waters is vaster, and they are less 

likely to panic, only foundering 25 percent 
of the time; the chance of a Trireme being 
lost at sea is correspondingly reduced. Once you discover Navigation, the crews’ knowledge 
and confidence is greater still, and their likelihood of unexpected foundering is reduced to 
one in eight. (If you possess the Lighthouse Wonder, the chance of foundering is eliminated 
altogether — but we'll tell you more about that in New & Improved Wonders later on). 


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Finally, teamwork counts in Civilization II. Two Settlers (or Engineers, as we'll 
explain in just a moment) improving a square (irrigating, building railroads, or whatever) 
will work as a team and finish the job twice as fast. You can add even more Settlers or 
Engineers on a tough task, like draining and irrigating a Swamp. The full details are 
explained under Settlers & Engineers. 


NEw ORDERS 


There are three new orders available to Settlers and Engineer units once you’ve discovered 
the appropriate advances. The new Engineer unit (which becomes available with discovery of 
Explosives and works twice as quickly as a regular Settlers unit) can TRANSFORM terrain into a 
vastly different type. Which terrain results from transformation is noted in the Terrain Chart. 


Once you have discovered Radio, Settlers or Engineer units can BuiLD AIRBASE in any 
square in which they could ordinarily build a fortress. An airbase allows friendly planes to 
land and refuel. 


Once you've discovered Refrigeration, Settlers or Engineer units can IMPROVE FARMLAND to 
prepare high-yield market gardens. 


GOVERNMENT IMPROVEMENTS 


There have been significant changes in the way different government types function. In 
addition, a new type of government, Fundamentalism, has been added to round out your 
choices. A quick rundown of the most important adjustments follows; for complete details, 
see Governments. 


Monarchy has been vastly improved in that the first three units from each city 
cost no shield support. We now strongly suggest switching to Monarchy as soon as it 
becomes available. 


Similarly, Communism does not have to support the first three units from each city, 
and units are twice as effective at imposing martial law (so up to six unhappy citizens can 
be suppressed). No corruption occurs under Communism, and all Spy units produced by 
Communist governments are considered veterans. 


Republic has been improved in that the first unit away from a city does not cause unrest 
and the Senate only concludes unwanted peace treaties 50 percent of the time. 


And perhaps most importantly, units in Democracies and Republics do not cause 
unrest if they are in a fortress square within three squares of a friendly city. This is 
intended to allow realistic defensive frontiers. 


You can no longer avoid Senate interference in your foreign policy by simply refusing to 
meet foreign emissaries. However, in the Senate of a Republic the “Doves” are in power about 
50 percent of the time (in a Democracy the Doves are always a force to be reckoned with). 


38 


When you undertake a Revolution to change your government, you experience the 
usual period of Anarchy. However, once the menu appears allowing you to select a new 
form of government, you may freely and instantly change your government for the rest of 
that turn (by selecting REVOLUTION from the Kinapom menu). This allows you to compare the 
effects of various government types. 


Note that science, tax, and luxury rates are now restricted by your government type. 
Under Despotism, for instance, no single rate can be set higher than 60 percent. Under 
Monarchy the maximum rate rises to 70 percent. The other government forms all allow up 
to 80 percent, except for Democracy which allows complete control with rate caps only at 
the 100 percent mark. 


NEW CONCEPTS IN DIPLOMACY 


Diplomacy has expanded significantly in Civilization II. The AI (Artificial Intelligence) has 
been improved so that rival civilizations remember your actions and can learn from their 
past dealings with you, adding a topic to your Foreign Minister's report known as reputation. 
To complement this concept, there are finer gradations of hostilities between the extremes 
of peace and war, and a variety of new ways to progress between them. No longer are you 
considered at war with a rival merely because you have no treaty with him or her. 


Once you make contact with a rival, you can speak to him or her at any time by calling 
up the FOREIGN MinisrER'S report and clicking the Senp Emissary button. You are no longer 
limited by having to set up an embassy with a rival civilization first. However, constantly 
chatting up opponents makes them weary, and you can exhaust their patience with too 
many requests. 


REPUTATION 


Rumors of your past transgressions will proceed you! Breaking a treaty or an alliance 
carries a slight but permanent diplomatic penalty in all future negotiations with all other 
players. The more treaties you break, the less other players trust you. If you break treaties 
systematically, the other players learn from their mistakes and become as ruthless as you. 
If you have an excuse for breaking a treaty (the rival in question uses a Diplomat to steal 
technology from you, for instance, or another opponent offers you money to break 

— an alliance or treaty), the diplomatic penalty is eliminated or reduced. 


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— Since keeping your word is more important than behaving peaceably, 

—— refusing to sign a peace treaty or opting for a temporary cease fire instead are 
honorable alternatives. It is possible to maintain a spotless reputation while 
waging a war of conquest. 


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DIPLOMATIC STATES 


New to Civilization II are the states of cease fire, neutrality, and alliance; they fill out 
the classic Civilization states of peace and war. If you don’t want to be friends for all 
time, but you'd like time to regroup, or to pull a city back from the brink of disaster, you 
now have the option to propose a temporary cease fire. In game terms, cease fires expire 
after approximately 16 turns, and they are automatically extended when tribute is paid by 
either side. You are informed when a cease fire has expired. 


Neutrality is the state your civilization adopts by default. Neutrality exists when you 
have not yet encountered a culture, and when you decline to enter into a cease fire or 
permanent peace agreement. 


If you'd like an even closer relationship than simple peace, you have the option to 
propose a permanent alliance. In game terms, alliances allow you to ignore your ally 
civilization's zones of control. This means your units can move freely through his territory 
and his can move through yours. Your ally's nearby units will not disrupt production in your 
cities, and vice versa. 


Finally, peace treaties now recognize territorial borders. Moving into the city radius of 
an enemy city might be taken as a violation of your accord and used as an excuse to 
declare war. Rivals will warn you when you are violating their territory. 


COUNTERESPIONAGE 


In addition to their foreign service tasks, envoys can engage in counterespionage when 
they stay home. Diplomats and Spies stationed in friendly cities have a chance to thwart 
^steal technology" attempts by enemy Diplomats and Spies. 


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NEW & IMPROVED WONDERS 


Along with adding and rebalancing units, improvements and advances, we couldn't resist 
the chance to dress up the Wonders of the World. In fact, there are seven new Wonders 
sprinkled in the Renaissance and Industrial ages. More important to veteran Civilization 
players, several of the old Wonders have changed considerably in effect, and many have had 
expiration dates tweaked. Some Wonders no longer expire at all. A quick summary follows. 


The Pyramids now act as a granary in every one of your cities. In addition to the old 
plus-one movement effect, the Lighthouse now allows Triremes to move across open 
ocean without fear of swamping, and all new ships start with veteran status. The Great Wall 
doubles your units’ combat strength against barbarians in addition to forcing your 
opponents to offer peace and acting as a City Wall in every one of your cities. 


Magellan's Expedition now confers a plus-two movement bonus on all your ships. 
Michaelangelo's Chapel now counts as a Cathedral in every one of your cities, instead of 
its previous ability of increasing the effect of existing Cathedrals. The United Nations, in 
addition to its classic effect also counts as an embassy with every player and gives 
Democracies a 50 percent chance to override the Senate's interference in foreign policy 
negotiations. Finally, the SETI Program now counts as a Research Lab in every one of your 
cities, which reduces its science benefit from the previous 100 percent increase to a more 
balanced 50 percent. 


The effect of the Colossus expires once your tribe discovers Flight. 
The Great Library expires once your tribe discovers Electronics. The 
Great Wall expires once your tribe discovers Metallurgy. And finally, J.S. 
Bach's Cathedral now requires the advance of Theology to build. 


For the full scoop on these and all the other Wonders, see WONDERS OF 
THE WORLD in the CIVILOPEDIA. 


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Elizabeth I 


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MISCELLANEOUS CHANGES 


Some civilization advance prerequisites have changed slightly, mostly to eliminate 
redundancies. Physics, for example, used to require Navigation and Mathematics; however, 
Navigation already presumes that your culture discovered Mathematics (via Astronomy). 
Physics now requires Navigation and Literacy. Since some people find the Advance Chart 
{found on the Poster) difficult enough to follow without memorizing the additional changes, 
we've provided help in a variety of places. When deciding which next civilization advance 
to research you can use the Goat button to help you find your way through the chart. In 
addition, each CiviLorEpiA entry includes the relevant segment of the “advance tree.” 


Many civilization advances which used to be dead ends (e.g., Chivalry, Feudalism, 
Conscription, Pottery) now lead to bigger and better things. Chivalry, Feudalism, and 
Conscription, for instance, are all directly on the prerequisite chain for Mobile Warfare 
(Armor Unit). 


Computer players are no longer “given” Wonders of the World. They must build them. 
You will be told whenever a computer player has begun construction of a Wonder. 


When you disband a unit in a city square, it contributes half of its production cost in 
shields to the city’s current project. This represents your ability to “retrain” old troops with 
new weapons, or to make an all-out effort to complete a city improvement or Wonder. 
Caravans and Freight units retain their special ability to add their full production value to 
Wonders of the World when they enter a city which is producing one. 


42 


When you start a game of Civilization II, your Settlers unit stands 
on a terrain square surrounded by the darkness of the unknown. 
Though you can choose to let this single group of Settlers (if you’re 

really special, you could possibly have two Settlers units) wander 

the world alone, that’s not the point of the game. As soon as you’ve 

found a decent site, you want your Settlers to build a permanent 

settlement — a city. You must build at least one city, because only cities 

can produce new units, allowing your civilization to grow and develop. 
You'll probably build a dozen or more cities over the course of the game. 


Cities are the residences of your population, the sources of tax dollars, and the homes 
of your scientists. Each city organizes the development of the area surrounding it, 
harvesting the nearby agricultural land, natural resources, and potential trade goods, then 
converting these resources into food, industrial production, technology, and cash. 


One way to measure the success of your civilization is by the number and size of the 
cities you have built or captured. Larger cities collect more taxes, conduct more 
technological research, and produce new items faster. Civilizations with small numbers of 
cities and small city sizes risk being overrun by larger and more powerful neighbors. 


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CITY CONCEPTS 


To comprehend the City DispLay in Civilization II, you must understand the symbolism the 
game uses to represent the concepts relevant to population growth and urban dynamics. 
Take a look at the City DispPLay while you're reading — it'll make things a lot clearer. 


Population Roster 


Resource Map 


Unit Roster 


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Improvement Roster 


The City Display 


Cities arose when stationary populations banded together to produce not only enough 
food to feed themselves day to day, but sufficient leftovers to store for later use. Once food 
storage developed, not every citizen had to produce food all day, and some people 
specialized in producing other goods. Eventually, cities accumulated enough surplus food 
and goods that they could trade their excess with nearby populations. 


To represent the accumulated population in a game city, Civilization II maintains a 
POPULATION ROSTER. Each citizen icon — a small symbol — stands for a segment of that city's 
population (the exact number of people he or she represents changes as the city arows). 
The roster displays both citizens who work the land around the city and citizens whose 
specializations produce other effects. The POPULATION ROSTER tells you more than just how 
large your city has grown (you'll find lots more details under Population Roster in 
Reference: Screen by Screen), but there are other points of interest in this display, so 
we're moving on. 


4A 


Title Bar 


Food Storage Box 


Resource Bars 


Production Box 


Buttons 


Other icons in the City DisPLay represent a city's production of food, raw materials, and 
trade goods. We’re going to call these materials the resources of the city. Production is 
linked to terrain in the game, just as it is in the real world (deserts are not the best food- 
producing areas in either case). A full discussion of the types of terrain available in 
Civilization II and their resources is outside the scope of this chapter (you'll find it under 
Terrain & Movement). For now, you need to know that citizens working on terrain squares 
(or ^map squares") can produce three different types of icon: grain, which represent food; 
shields, which represent raw materials the city can use to produce goods; and arrows, 
which represent trade goods. On some terrain squares, workers produce a larger 
proportion of one than of the others. On some squares, workers can't produce any of one 
type (a citizen working on Tundra produces no shields, for instance). 


The resource icons —grain, shields, and arrows — that appear on the map are 
recapitulated in other displays, where they reveal further details of your city's economy and 
growth. We'll explain all the details in the reference sections that describe those displays. 


GAINING NEW CITIES 


You can acquire new cities in three ways. Most frequently, you build them with Settlers 
units. If you are aggressive, you can conquer the cities of your neighbors. Occasionally, you 
can gain a city when a minor tribe discovered by your units elects to join your civilization. 


FOUNDING NEW CITIES 


The most common way to gain new cities is to send out Settlers to tame the wilderness. In 
fact, you start the game with a Settlers unit whose primary task is to found your first city. 
The terrain under and around your city is important, so if you want to select the best 
possible place for your metropolis, skip down to Choosing Your Location. If you want to 
jump right in, choose a square with rivers, plains and/or grasslands near it. 


When your active Settlers unit stands on the square where you wish to build a new city, 
choose the option Buio New City from the Orpers menu. If you accidentally build a city by 
mistake, you can select the CanceL button on the Name City screen to retrieve your Settlers unit. 


Your advisors propose a name for the new city; you can type in a different name if you 
prefer something else. When you are satisfied with the name, press or click the OK 
button. The City DisPLay opens so that you can arrange the city's initial production and 
economic development. When the display closes, your new city appears on the map. The 
Settlers unit disappears, having converted into the first citizens of your new city. 


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CHOOSING YOUR LOCATION 


When building a new city, carefully plan where you place it. Citizens can 
work the terrain surrounding the city square in an X-shaped pattern (see 
City Radius for a diagram showing the exact dimensions). This area is 
called the City Rapius (the terrain square on which the Settlers were 
standing becomes the city square). The natural resources available where 
a population settles affect its ability to produce food and goods. Cities 
built on or near water sources can irrigate to increase their crop yields, 
and cities near mineral outcroppings can mine for raw materials. On the 
other hand, cities surrounded by desert are always handicapped by the 
aridness of their terrain, and cities encircled by mountains find arable 
cropland at a premium. 


In addition to the economic potential within the city’s radius, you need 
to consider the proximity of other cities and the strategic value of a 
location. Ideally, you want to locate cities in areas that offer a combination 


Choose a location carefully 


of benefits: food for population growth, raw materials for production, and river or coastal 
areas for trade. Where possible, take advantage of the presence of special resources on 


terrain squares (see Terrain & Movement for details on their benefits). 


PROXIMITY OF CITIES 


Another consideration when planning new cities is the current or potential location of other 
cities. You want to minimize the chance that one city’s radius overlaps another’s. Since a 
map square can only be used by one city at a time, radius overlap restricts the potential 
growth of one or both cities. Explore nearby lands as soon as possible to begin planning 
the placement of future cities. You want to take best advantage of the terrain. Of course, 
the geography of your particular continent will limit your choices. If you find yourself on a 
small island, your potential city sites will necessarily be more crowded than if you can 


sprawl across a vast continent. 


46 


STRATEGIC VALUE 

The strategic value of a city site is a final consideration. A city square’s underlying terrain 
can increase any defender’s strength when that city comes under attack. In some 
circumstances, the defensive value of a particular city’s terrain might be more important 
than the economic value; consider the case where a continent narrows to a bottleneck and 
a rival holds the other side. Good defensive terrain (Hills, Mountains, and Jungle) is 
generally poor for food production and inhibits the early growth of a city. If you need to 
compromise between growth and defense, build the city on a Plains or Grassland square 
with a river running through it if possible. This yields decent trade production and gains a 
50 percent defense bonus. 


Regardless of where a city is built, the city square is easier to defend than the same 
unimproved terrain. In a city you can build the City Walls improvement, which triples the 
defense factors of military units stationed there. Also, units defending a city square are 
destroyed one at a time if they lose. Outside of cities, all units stacked together are 
destroyed when any military unit in the stack is defeated (units in Fortresses are the only 
exception; see Fortresses). 


Placing some cities on the seacoast gives you access to the ocean. You can launch ship 
units to explore the world and to transport your units overseas. With few coastal cities, your 
sea power is inhibited. 


CAPTURING CITIES 


Other civilizations normally defend their cities with one or more military units (armies for 
short), and sometimes with the city improvement City Walls. A defended city flies a pennant 
showing its owner’s color. A walled city is surrounded by a short wall. There are two ways 
to acquire enemy cities: force and subversion. If you choose force, you must destroy the 
defenders by successfully attacking with your military units. Once the city is undefended, 
you can move a friendly army into the city and capture it. If you prefer subversion, you 
must successfully bribe dissidents in the city with your Diplomat or Spy unit (and sufficient 
funds — see Diplomats & Spies for all the details on such espionage). The dissidents 
capture the city for you, as their armies automatically convert to your side. Once captured, 
the city becomes yours to control and manage as you would any other. 


Capturing an enemy city can also lead to side benefits, such as the discovery of a new 
technological advance and plundered cash to add to your coffers. Capture, however, 
eliminates one point of population (unless the City Walls, which can prevent this loss, are 
still standing). Therefore, when your units enter a city with only one point of population 
remaining, it is destroyed instead of captured. Diplomats and Spies can incite dissidents 
(see Diplomats & Spies) to capture a city without reducing its population below one. 


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Occupation of an enemy city destroys roughly half of the improvements the city has 
built, including all Temples and Cathedrals. Certain military units, such as Fighters and 
Bombers, are also destroyed rather than captured. Capture does not affect Wonders of the 
World (though, of course, destroying a city does — see Wonders of the World for more 
details). Inciting revolt creates less damage to the city, as the dissidents rely less on 
bombardment, and their familiarity allows them to pinpoint targets more accurately. A city 
captured by revolt loses only the Temple and Cathedral improvements (if it had them). 


CONVERTING MINOR TRIBES 


As your units explore the world, they might encounter the villages of minor tribes — 

civilizations too small or too peripatetic to count as “settled” (see Minor Tribes for the 
scoop on these situations). Minor tribes react to contact with a range of emotions, from 
delight to hostility. Occasionally, a minor tribe is sufficiently awed by your emissaries to 
immediately form a new city and become part of your civilization. 


Move your exploring unit onto the village icon to discover the tribe’s attitude towards 
your civilization. If they choose to form a new city, you need do nothing: Your advisors 
propose a name for the new city (which you can change if you prefer something else). 
When you are satisfied with the name, press or click the OK button. The City 
Display opens so that you can arrange the city’s initial production and economic 
development. When you close the display, your new city appears on the map. The 
village icon is replaced by the new city square, and members of the tribe settle in as 
the first citizens of your new city. 


48 


Viking 


THE PARTS OF A CITY 


THE CITY SQUARE 


The terrain a city occupies is especially important because it is always under development. 
You cannot take workers off of this square when adjusting resource development on the 
Resource Map (see Resource Map in Reference: Screen by Screen). If this area is not 
useful, especially for producing food, then population growth in the new city is handicapped. 
For this reason, you'll find new cities do best when they are built on Plains or Grasslands 
squares or squares with rivers. These terrain types provide the best food production and, 
thus, faster population growth. 


Note that all beginning civilizations possess the technologies of building Roads, Mining, 
and Irrigation. When you found a city on a Plains, Grassland, Hills, or Desert square, (or the 
special terrains based on those types) including squares with rivers running through them, 
the city square is automatically improved by roads and irrigation. When you found a city on 
any other type of terrain, the city square is automatically improved by roads and, if 
applicable, mining. You cannot assign a Settlers or Engineer unit to further improve a city 
square by, for example, adding mining or railroads, regardless of terrain, although you can 
change the terrain to another type (Forest to Plains, for example). Move a Settlers or 
Engineer unit into the city square and check the OnpERs menu to see what changes are 
possible. City squares do automatically improve with the discovery of certain advances. 


THE CITY RADIUS 


The potential area of development, called the City Radius, extends two map squares 
out from a city in every direction except vertically or horizontally. Since the development 
area only extends one square from the city square in these directions, the resulting “radius” 
actually looks like a fat X, not like a circle. If the city grows large enough, its citizens can 
bring all of this area into development. When planning a new city, consider the long-term 
benefits of all the terrain squares within this radius. 


For the city’s population to increase, the radius must encompass terrain that workers 
can cultivate to produce food. Your (potentially) most important cities also have raw 
materials available. These cities can quickly build and support military units and Wonders. 
Hills and Forests allow your citizens to produce good quantities of raw materials, as do 
squares containing special terrain icons (pheasants, buffalo, coal, fish, and others — see 
Special Terrains for complete details). 


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The importance of trade in generating 
taxes and civilization advances makes river 
squares especially good sites for cities early 
in the game. Where you have no rivers or 
coastal areas, you can generate trade by 
building roads on Plains or Grasslands. 


When a square within your City Rapius is 
outlined, it indicates that another city is 
claiming that terrain’s resource production. 
It could be one of your cities, if the city radii 
overlap. If you own both cities, you can flip 
between Resource Maps to adjust 
production in each to the best benefit of 
both locations. It could also be a rival city 
that one of your opponents has built close 
to you. Finding an outlined square in your 
city’s radius might even lead you to 
discover a rival city in unrevealed territory 
or outside of your units’ observation range. 


50 


City Radii 


MANAGING YOUR 


CITIES 


Once you've founded, captured, or gained a city, you need to direct its 
growth and production. Each city has different assets and demands, so each 
should be managed individually. You must keep several goals in mind when 
managing a city: maintaining population growth, maximizing a useful mix of 
economic development (food, raw materials, and trade), producing tax 
revenue, producing technological research, and producing useful units and 
improvements, all the while maintaining an attitude of contentment and thereby 
avoiding civil disorder. For cities to grow and prosper, they need to balance 
economic output with the citizens' needs for infrastructure and services. 


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City MANAGEMENT CONCEPTS 


As your city increases in size, its population expands, and it produces more and more food, shields, and 
trade. These represent your city’s basic resources: edibles, raw materials, and trade goods. In city 
management, you add another layer of concepts which address how you turn these materials into products 
you can use. Refer to the City DisPLAY as you read. 


Grain feeds your population and supports the city’s units. When a city produces more food than its 
population and units consume each turn, the excess accumulates in the Foop STORAGE Box. When the box is 
full, another citizen is added to the PoruLATIoN ROSTER, and the city increases in size. If your city is not 
producing enough food each turn to feed its population, the shortfall is noted, and stores are removed from 
the Foop STORAGE Box. If the box empties, any units that require food for support are disbanded, one by one, 
until a balance is achieved. If your city still experiences a shortfall, one citizen is removed from the POPULATION 
Roster, and your city decreases in size. 


Shields power your industrial capacity and support the city's units. When a city produces more shields 
than your units expend each turn, the excess shields accumulate in the PRopucrioN Box each turn. When the 
PRODUCTION Box is full, your city produces something. It can “build” one of three kinds of things: units which 
move around the map (like Settlers and Chariots), city improvements which are tied to specific cities (like 
Libraries and Aqueducts), and Wonders of the World, which give unique benefits to the civilization that builds 
them (like the Pyramids or Magellan's Expedition) — but more about these details later. The type of 
government your people develop and the distance remote cities are located from your palace affect your 
shield production. Sometimes raw materials can be lost to waste. You can read all about the details of waste 
under Trade Management Concepts. If your city runs short of the raw materials it requires each turn, one 
or more units (that it supports) are forced to disband. The units farthest from home are disbanded first. 


Based on the tax rates you set, trade arrows are further divided into three commodities that your 
civilization acquires: luxuries, taxes, and science. These commodities each have their own icons: Luxuries 
are represented by goblets, taxes are represented by gold, and science or research is represented by beakers. 
The type of government your people develop and the distance remote cities are located from your palace 
affects your trade income. Sometimes trade can be lost to corruption. You can read all about the details of 
trade transactions under Trade Management Concepts. 


52 


POPULATION GROWTH 


Keeping a city’s population growing is important because each additional citizen 
contributes something to your civilization. Each new citizen brings a new terrain square 
under production in your City Rapius until there are no empty squares to work. After this 
point, each new citizen becomes an Entertainer (see Specialists for details on what 
Entertainers do). Thus, population growth increases your economic power, and 
concurrently, the strength of your civilization. The size of your population is a major factor 
in determining your civilization score, and is a measure of how well you have ruled. 


RESOURCE DEVELOPMENT 


The citizens of a city that work the surrounding countryside harness the economic 
resources within the city’s radius. Depending on the needs of your civilization, there might 
be times when you prefer increased industrial output from a particular city over population 
growth. At other times, you'll want increased trade revenues. Still other times, sheer 
population growth might be the most important goal. 


You can manipulate the output of a city by reassigning workers on the Resource Mar. Each 
terrain square that shows resource icons is being worked by a citizen. Click on one of those 
squares, and you take the citizen off work. An Entertainer icon (a little Elvis) appears at the 
end of the PoPULATION ROSTER. Now click on an empty terrain square. Elvis disappears from 
the POPULATION ROSTER and resources appear in that square, indicating that a citizen is now 
working there. By experimenting with the placement of workers on the RESOURCE Mar, you 
can find the optimum production ratio of food to raw materials to trade for that city. 


Having an Entertainer on your POPULATION ROSTER might change the attitude of one or 
more of your citizens. For more information on this reaction, see Happiness & 
Civil Disorder. 


TAX REVENUE 


The percentage of your trade that is converted into tax revenue, or gold icons, is 
determined by the tax rate you set— see Trade Rates for information on how to 
manipulate the ratios of taxes, science, and luxuries. Why do you need tax revenue, 
anyway? You need revenue, or cash, because most improvements you build within cities 
require a stipend of gold for maintenance. Gold is also useful for speeding industrial 
production (see Rush Jobs), bribing enemy armies or inciting revolts in enemy cities (see 
Diplomats & Spies), and for negotiating peace with your neighbors (see Diplomacy). 


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The combined tax revenues of all your cities must exceed their combined maintenance 
requirements before gold can accumulate in your treasury. It is not necessary for each city 
to have a positive cash flow. However, enough cities must do so to cover your civilizations’ 
expenses, or your treasury will be depleted to cover the deficit. You can watch your Status 
window or check with your TRADE ADVISOR to see if you have a surplus or a deficit, as we'll 
explain under Advisors in Reference: Screen by Screen. 


Some cities might not be especially suited for industrial production because of terrain 
or other factors. But they might still be good trading centers, and capable of generating lots 
of income. Develop these locations with roads (and later, railroads), trade routes (see 
Caravans & Freight for the lowdown on trade route bonuses), city improvements like 
Marketplace, Bank, and Stock Exchange, and Wonders to be your civilization's cash cows. 
If you get to the point where you are no longer interested in building new items in a 
location, you can use the Capitalization improvement to convert a city's shields into gold — 
see the CiviLorEDiA entry for details. 


TECHNOLOGICAL RESEARCH 


The greater the research contribution each city makes toward new civilization advances, 
the faster your people discover each new advance. The science rate you set determines 
the amount of research done in each city (see Trade Rates for the essentials of adjusting 
the ratios of science, taxes, and luxuries). 


A city's research contribution can be influenced by adjusting the city's total trade 
income — research is a fraction of trade — by creating Scientists (see Specialists), and by 
building certain city improvements. Improvements that can help are the Library, University, 
and Research Lab which all increase research, and several Wonders. The Civilization 
Advances chapter goes into detail about how to read the advance tree, so if you want the 
nuts and bolts, flip there next. 


INDUSTRIAL PRODUCTION 


Your most valuable cities can be those with the greatest industrial capacity — those whose 
workers produce the greatest number of shields. These cities can quickly produce 
expensive military units with which you can extend the power of your civilization. They are 
also best at producing Wonders of the World, as Wonders generally cost immense numbers 
of shields. But city management is dynamic. You must regularly monitor the production of 
your cities to ensure you are building the items you most need. 


54 


Several factors influence a city’s production of shields: The terrain within your City 
Rapius is most important, as citizens working on some types of terrain produce no shields 
at all (see Terrain & Movement for further explanations). You might find it worthwhile to 
set Settlers (and later, Engineers) to improving the terrain squares within your City RADIUS 
so that they yield more or different resources (see Settlers & Engineers for examples of 
what improvements they can make). 


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Beyond terrain, the form of government your civilization chooses can cause each city 
to spend some of its raw materials as maintenance for the military units that call the city 
home. It is possible that you can have so many units drawing raw materials from a city that 
there are no surplus shields. In a city where this is the case, progress on the item under 
construction (unit, improvement, or Wonder) stops until the situation is resolved. 


A number of strategies allow you to adjust industrial capacity. The simplest is to shift 
citizens working on the Resource Mar so that they produce more shields (see Resource 
Development for instructions). You can also use Settlers or Engineers to improve a terrain 
square within the City Rapius so that it yields more shields. Or, order Settlers units to build 
a new city (they'll no longer draw support from the city that sponsored them when they've 
settled their own town). You might also try reassigning units so that they are attached to a 
different city (see Homing Units for the low down on how to do this). 


Within each city, you can order the construction of 
improvements such as a Factory, Hydro Plant, or Offshore 
Platform that increase shield production. Several Wonders also 
affect shield output. Consult the CiviLoPEDIA for the complete list 
of possible city improvements and Wonders. It shows the 
construction and maintenance cost of each item, its purpose, 
and what advance is required to make it available. 


Mao Tse-tung 


55 


CITY PROTECTION 


Great economic management of a city is worthless if the city is captured by rivals or 
barbarians. Therefore, part of your management plan must concern the defense of each 
city. The minimum city defense is one army, preferably one with a good defense factor. A 
second defender can provide back-up in case the first is taken out (see Military Units for 
details of combat). An army with a strong attack factor is also useful. This unit can strike 
at enemies that move adjacent to the city, perhaps destroying them before they can launch 
an attack. Fortify any armies that you expect to defend a city (choose the Fonrirv option 
from the ORDERS menu or press the key) because fortified units gain an increased 
defense strength — as we'll explain more fully under Military Units. 


A city's defense can be substantially increased by building City Walls, an improvement 
that triples any defender's strength against most attackers (although not against Howitzers 
or air units). Veteran status and terrain bonuses are figured in before this tripling takes 
effect. City Walls also prevent population loss when defending units are destroyed 
(see Combat). 


When civilization advances make available new army types with better defense factors, 
take the first opportunity to replace old defenders with better units. Since the offensive 
capability of your enemies improves as they acquire new advances, your defenses must 
improve to keep up. 


Linking cities with roads and railroads can be very helpful in speeding the movement 
of units from one end of your empire to trouble spots elsewhere. This puts your defensive 
armies on "interior lines," allowing them to move rapidly to where they are needed. 


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IMPROVEMENTS 


City improvements represent the commercial, bureaucratic, educational, and public works 
infrastructure that make large and efficient cities possible. In the real world, New York 
City’s dense population depends on the extensive subway system for transportation, and 
buys electrical power generated by distant grids. Los Angeles is located in a desert and 
pipes in much of its water from sources hundreds of miles away. 


In Civilization II, improvements are also critical to the growth and importance of 
cities. Inadequate provision of these facilities can limit the potential size of a city. Each 
improvement provides some service or otherwise makes a city work more efficiently. You 
must choose which improvement to implement at what time — does your city need a 
Marketplace or a Library more? Would a Courthouse provide more benefit than a 
Colosseum? City improvements are listed alphabetically in the CiviLoPEDIA. It explains the 
building costs, benefits, and maintenance fees of each improvement, along with any 
conditions which make the improvement obsolete or non-functional. 


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Improvement Roster 


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LOSING IMPROVEMENTS 


Improvements are not invulnerable, nor are they guaranteed to be permanent fixtures in 
an ever-dynamic city. The Barracks improvement, for instance, has a planned 
obsolescence. Once your civilization discovers the advance of Gunpowder, your old 
Barracks is rendered obsolete, and it disappears. (The same result attends your discovery 
of Combustion. These military installations are sensitive to changes in technology.) To 
regain its benefits each time, you must rebuild a Barracks improvement in each city you 
desire to have one. 


Most improvements don’t disappear over time, but they can be vulnerable to capture, 
fire sale, and sabotage. If you're really strapped for cash, you can even sell a city's 
improvements. 


CAPTURE 


Some, all, or none of a city’s improvements might be destroyed when it is captured by another 
civilization. When a city is completely destroyed, all improvements are destroyed as well. 


FIRE SALE 


If you have less money in your treasury than is needed to pay a city improvement’s 
maintenance cost at the beginning of your turn, Civilization II automatically sells the 
improvement for cash. Deficit spending is not allowed — even if by the end of the turn you 
would have had a positive cash flow again. 


SABOTAGE 


Foreign Diplomats or Spies can enter one of your cities and attempt industrial sabotage (of 
course, your envoys can attempt to sabotage your rivals’ cities, too). This might result in 
the destruction of an existing improvement (or it might scrap the item that city is currently 
producing — see Diplomats & Spies for complete details on diplomatic actions). There are 
two defenses against this type of attack — destroying the Diplomat or Spy before he or she 
can enter your city, or stationing Diplomats or Spies of your own in the city for 
counterespionage. 


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SELLING IMPROVEMENTS 


To raise cash, click on the improvement in the IMPRovEMENTS ROSTER of the City DispLay. A 
dialog box shows how much gold you could receive for selling the improvement. Normally 
you can gain one gold per resource invested in construction. If you sell, the improvement 
disappears from the city and the money is added to your treasury. 


Selling improvements can be useful when you are short of money and are threatened 
with the random sale of an improvement. It can also be useful when you are under attack 
with no reasonable chance of defending or recovering a city. By selling off its 
improvements, you reduce its value to the enemy and salvage something. You can sell only 
one improvement per turn in each city. You cannot sell Wonders of the World. 


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RUSH JOBS 


There are also times when you need the specific benefits of an improvement right now, 
and not 20 turns down the line. If you have sufficient funds, you can rush completion of a 
partially built item by paying cold, hard cash. However, speeding construction in this 
manner costs a premium. When workers are rushed, they receive overtime wages, and 
must pay surcharges on material delivery and fabrication. The surcharges for a rush job 
depend on what proportion of the work is already completed, whether the job is civil or 
military or a Wonder, and can cost up to eight times as much gold as the normal 
accumulation of shield icons. 


To rush a job without paying cash, you have two options. Any Caravan 
or Freight unit can enter a city where a Wonder is under construction and 
deliver its goods specifically to the project by choosing the HrLP BuiLD 
Wonber option when it arrives. It contributes the unit cost in shields 
directly to the Resource Box. Alternatively, any unit that disbands in a city 
contributes one-half its unit cost in shields to the current construction, 
whether it is a Wonder, an improvement, or another unit. This represents 
the retraining of troops and redisbursement of their supplies. 


Items completed by rush jobs are available at the beginning of your 
next turn, so there is no advantage for rushing items that would be 
complete on the next turn anyway. To judge whether an item can be 
completed next turn without rushing, compare the surplus raw materials 
the city is generating to the number needed for completion. For very 
expensive items, it might be useful to consult your City Status advisor 


Viadimir Lenin from the Apvisons menu for an exact count of the remaining cost. 


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RENAMING YOUR CITY 


You may rename any of your cities whenever you 
wish. This feature is useful when you capture a 
city and wish its name to be consistent with the 
names of cities you have founded, or when you 
discover that you’re confusing units from two 
cities because their names are too similar. 


Open the City DisPLaY and then click on the 
RENAME City button. A dialog box opens where 
you can type in the new city name. Press or 
click the OK button to accept the name. If you 
decide not to change it, click CANCEL. 


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Trade is a fundamental force driving civilizations. It introduces unique and exotic 
valuables, stimulates the economy, and fires the imaginations of a culture's foremost 
thinkers. The effects of trade permeate society in many surprising and subtle ways, and 
your ability to direct trade’s impact is likewise varied. 


61 


TRADE MANAGEMENT CONCEPTS 


Taking up where we left off in City Management Concepts, these are the further divisions that result from 
trade income (arrow icons): luxuries (goblets), taxes (gold), and science funding (beakers). 


Luxuries make your population more content. The availability of luxuries means that some citizens can 
enjoy a more pampered existence. Every two goblets make one contented citizen happy. We’ll talk more 
about happiness a little later. 


Taxes maintain city improvements and add to your treasury. Taxes support basic city services, and 
surplus funds accumulate in your treasury. There are plenty of useful ways to spend money in Civilization II, 
as we'll explain in a little while. If funding dries up, your city might be forced to sell off improvements. 


Research funding powers your technological research. Each new advance requires the accumulation 
of a certain number of beakers to achieve. The Civilization Advances chapter explains the details of the 
search for knowledge, but for now, you just need to know that new discoveries often allow you to build new 
units and city improvements, and sometimes open up the possibility of building Wonders of the World. In 
addition, each discovery leads to further discoveries, creating a chain of progress. If your cities don't produce 
many beakers, your civilization doesn't progress very fast. 


Which of these three is the most important? That varies according to what you want to achieve right now. 
To give trade management the most flexibility, Civilization II lets you adjust the proportion of trade income 
that is devoted to each of these three areas. The Tax Rate option on the Kinapom menu lets you change the 
ratio of taxes to science to luxuries by ten percent increments, and also shows you how these rates affect 
your funding and the speed at which your knowledge increases. 


In City Concepts, we mentioned that the PoruLATIoN ROSTER can tell you more than just the number of 
citizens in your city. It can also tell you your citizens' general level of contentment. Citizen icons appear in 
three different attitudes: happy, content, and unhappy. When you start building cities, you start with content 
citizens. The type of government your civilization develops and the level of difficulty at which you chose to 
play affect how rapidly unrest begins to trouble your populations. Unhappy citizens must be balanced by 
happy citizens, or your city falls into civil disorder. Not only does civil disorder sound bad, it has all sorts of 
nasty consequences, as we'll explain shortly. 


For now, you need to know that you can increase the happiness of your citizens several different ways, 
among them: building specific city improvements like Temples and Marketplaces (we'll explain all about 
Improvements shortly), reassigning military units (the dirt about martial law and foreign service effects 
appears under Military Units), adjusting the tax rates (as we'll discuss under Kingdom Menu in Reference: 
Screen by Screen), and pulling citizens off production work to make them specialists (see Specialists 
for the skinny on this). 


Phew! That's a lot of stuff to digest all at once. Just one more thing — we mentioned types of governments 
two paragraphs ago. Discovering new advances encompasses more than just new gadgets to improve 
sanitation and military might. The game counts philosophical concepts and theories as "new technologies," 
too. Every civilization starts out as a Despotism, but you can develop new forms of government. These might, 
in turn, have a profound effect on the happiness of your citizens and the rate at which your citizens produce 
raw materials, food, and trade. 


62 


TRADE RATES 


When you start a new game of Civilization II, none of your trade benefits are tied up in 
luxuries — instead, 40 percent of your trade goes toward revenue from taxes, and 60 
percent of it is funneled into science. To change the proportion of tax and science income, 
pull down the Kinabom menu and choose the option Tax Rate. Choose a new rate by sliding 
one or more of the buttons along the slider bars. A notation at the top of the box mentions 
the maximum any one percentage can be, given your current form of government. Another 
notation lists the income and outflow as gold per turn, and finally, an entry calculates how 
many turns it will take to achieve a new advance. If you are interested in focusing on 
civilization advances, you might want to increase the amount of science being conducted. 
If you rapidly build city improvements, you might want to increase your taxes to cover the 
maintenance costs. If you are concerned about the attitude of your citizens, you might 
want to increase the availability of luxuries to make your citizens happier (we'll explain all 
about happiness in a few moments). Experiment with different rates to see what levels of 
income and science you can achieve. 


If it is difficult to adjust all three sliders at once, you can click the box at the right end 
of any bar to lock that value in place. Now only the other two sliders move when you drag 
on one. 


GOVERNMENTS 


Another tool of city — and trade — management is the type of government under which 
your culture operates. Every civilization starts out as a Despotism, but some of the 
advances you can research are intellectual in nature, rather than technological, and these 
include five new governmental concepts. Once you have discovered a new form of 
government, you can choose to sponsor a revolution in order to change government types. 
(You can also gain access to new forms of government by building the Statue of Liberty 
Wonder.) 


Anarchy, or the lack of government, occurs only when you lose control, either because 
civil unrest topples your current government, or immediately following a revolution. Civil 
unrest continues as long as conditions are ripe for it. In the case of a revolution, your 
people's attitude naturally stabilizes. After a few turns, once your civilization settles down, 
a dialog box appears listing all the possible forms of government your culture has 
available. Choose the one you like, and that regime takes effect immediately. 


A new feature in Civilization II lets you change governments instantaneously and 
without penalty for the remainder of this turn. If your first choice turns out to be 
unsatisfactory, pull down the menu again and select a different government. Once you 
press to end your turn, you must go through the entire revolution process (including 
several turns of Anarchy) if you want to change governments again. 


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There are three "ancient" forms of government — Despotism, Monarchy, and the 
Republic — and three “modern” ones— Communism, Fundamentalism, and Democracy. 
The Republic and Democracy are the most sophisticated from an economic point of view, 
but they impose severe restrictions on your military forces. The other forms offer trade-offs 
between economics and increased military flexibility. In essence, you could summarize 
governmental variants this way: The more freedom you give your people, the less they will 
want to fight for you, but the stronger your economy will become. We’ve collected the 
details of each form of government’s bonuses and drawbacks in regard to trade, support 
provided to units, production, and the attitude of the citizenry. Depending on your style of 
play, you might not develop each advance in order of sophistication. 


ANARCHY 


You have temporarily lost control of the government. You continue controlling the 
movements of your units, and cities continue to operate on their own, but some important 
functions of your civilization grind to a halt until control is restored. 


Attitude: Up to three troops in each city can institute martial law; each makes one 
unhappy citizen content (see Happiness & Civil Disorder). 


Corruption & Waste: Corruption is rampant. Although no maintenance is charged for 
city improvements, no tax revenue is collected and no scientific research is 
accomplished while Anarchy continues. 


Resource Support: Military units do not require raw material support until the number 
of units making a city their home (see Unit Roster) exceeds the number of citizens 
on the POPULATION ROSTER. Each military unit in excess of the city's population points 
requires one shield for industrial support. Settlers require one food for support 
each turn. 


Special Conditions: While Anarchy continues, citizens cannot work up to their 
potential. The penalty for this atmosphere of tension is that workers produce one 
fewer resource icon in any terrain that can generate more than two icons of any one 
kind. Mines, for example, which might normally be worked for three shields, only 
output two under Anarchy. 


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DESPOTISM 


You rule by absolute fiat. The people just have to live with it because your will is enforced by 
the army. Due to the severe limits on economic and personal freedom, production is at a 
minimum. But total control makes conducting war relatively easy. 


Attitude: Up to three troops in each city can enforce martial law; each makes one 
unhappy citizen content (see Happiness & Civil Disorder). 


Corruption & Waste: Corruption and waste are both major problems under Despotism. 
Trade income losses due to corruption and shield production losses due to waste 
increase with the distance a city is located from its capital. 


Kesource Support: Under a Despotism, military units do not require resource support 
until the number of units making a city their home (see Unit Roster) exceeds the 
number of citizens on the POPULATION ROSTER. Each military unit in excess of the city’s 
population points requires one shield for support each turn. Settlers require one 
food for support. 


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Special Conditions: Citizens cannot work up to their potential. The penalty for this 
atmosphere of tension is that workers produce one fewer resource icon in any 
terrain that can generate more than two icons of any one kind. Mines, for example, 
which might normally be worked for three shields, only output two under 
Despotism. In addition, the maximum rate at which you can set tax, luxury, or 
science production is 60 percent. 


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MONARCHY 


Your rule is less than absolute, and an aristocracy of upper-class citizens influences your 
decisions. The aristocratic classes, at least, have a certain amount of economic freedom, 
and this results in the potential for greater production. Your feudal vassals are partially 
responsible for helping to defend your kingdom, but they may in some cases deduct a 
share of your civilization’s production as maintenance for military units. 


Attitude: Up to three troops in each city can institute martial law; each makes one 
unhappy citizen content (see Happiness & Civil Disorder). 


Corruption & Waste: A certain amount of your economic output is siphoned off by 
your aristocrats, particularly those farthest from your watchful eye — corruption and 
waste are significant problems under a Monarchy, though not as severe as they are 
under Despotism. Trade income losses due to corruption and shield production 
losses due to waste increase with the distance a city is located from its capital. 


Kesource Support: Your feudal vassals support up to three units from each city at no 
cost to you. Each additional unit requires one shield per turn. Settlers require one 
food per turn for support. 


Special Conditions: Under a Monarchy, the maximum rate at which you can set tax, 
luxury, or science production is 70 percent. 


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REPUBLIC 


You rule over an assembly of city-states formed from the cities that your civilization 
controls. Each city is an autonomous state, yet also is part of the republic which you rule. 
The people feel that you rule at their request. They enjoy substantial personal and 
economic freedom, and this results in greatly increased trade. A Senate reviews your 
diplomacy, and has a chance to override your decisions. Military conflict is unpopular 
among the masses, and your government must bear the full cost of supporting its army. 


Attitude: Each ground and naval unit beyond the first that is not stationed in a friendly 
city or in a Fortress within three squares of a friendly city (except units whose attack 
strength is zero), and each Bomber, Stealth Bomber, Helicopter, or missile unit — 
regardless of the city it occupies — makes one citizen unhappy each turn. 

NOTE: In Civilization II, units are not penalized based on their home city; they 
need only be in any friendly city. 


Corruption & Waste: Corruption and waste remain a problem under a Republic, 
though not as severe as they are under a Monarchy. Trade income losses due to 
corruption and shield production losses due to waste increase with the distance a 
city is located from its capital. 


Resource Support: Each military unit requires one shield for support each turn. 
Settlers require two food per turn. 


Special Conditions: Under a Republic your workers produce an extra arrow icon in any 
square where they are already producing at least one. Your Senate can force you 
into accepting a peaceful resolution to any negotiation, though it will only choose 
to do so roughly 50 percent of the time. Finally, the maximum rate at which you can 
set tax, luxury, or science production is 80 percent. 


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COMMUNISM 


You are the head of a communist government, and you rule with the support of the 
controlling party. Although this form of government allows more production than 
Despotism, the orthodoxy of the party restricts personal and economic freedom, limiting 
trade. On the positive side, corruption is negated by the action of the local party apparatus, 
the army and secret police suppress most dissent, and your large security forces recruit 
excellent spies. 


Attitude: Up to three troops in each city can enforce martial law; each makes two 
unhappy citizens content (see Happiness & Civil Disorder). 


Corruption & Waste: Under Communism, state control of the economy eliminates 
organized crime, and none of your cities suffer corruption or waste. 


Kesource Support: Regardless of city size, each military unit beyond the third a city 
supports requires one shield each turn. Settlers require two food for support. 


Special Conditions: All Spy units produced under Communist governments are 
Veterans. Under Communism, the maximum rate at which you can set tax, luxury, 
or science production is 80 percent. 


FUNDAMENTALISM 


Fundamentalism is a form of government based on the literal, forceful, and uncompromising 
interpretation of religious dogma. Fundamentalist societies maintain that their own beliefs 
are the only true path to salvation, and tend to be rigidly intolerant of any dissenting view — 
a fact which tends to choke off intellectual development. On the other hand, the people in 
such societies are often fanatically devoted to their beliefs, and may be willing to die, use 
force, or commit great atrocities to preserve them. This unthinking devotion, often 
obnoxious to neighboring societies, can be harnessed by a clever and cynical leader. 


Attitude: Under Fundamentalism, no citizen is ever unhappy! Improvements that normally 
convert unhappy citizens to content citizens produce “tithes” (gold) equivalent to 
the number of people they would normally convert, and require no maintenance. 


Corruption & Waste: Fundamentalism has very low rates of corruption and waste. 


Resource Support: Because of your people's zeal, each city can support ten military 
units at no cost to you. Settlers eat two food per turn. Only fundamentalists can 
build Fanatic units, which never require support. 


Special Conditions: Under Fundamentalism, tax/luxury/science rates cannot be set 
higher than 80 percent. In addition, the rigidity of mindset and emphasis on doctrine 
means that all scientific research is HALVED. The diplomatic penalties for "terrorist 
acts" (such as bombing city improvements, poisoning wells, and so forth) committed 
by Diplomats and Spies is reduced, since the world comes to expect no better. 


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DEMOCRACY 


You rule as the elected executive of a modern Democracy. The people feel that you rule 
because they chose you. The degree of freedom allowed under this government results in 
the maximum opportunity for economic production and trade. However, the people also 
have a very strong voice in determining how much economic production is devoted to 
improving the standard of living. Any diplomatic decisions you make are subject to review 
by your Senate—and the Senate always opposes actions that would lead to war. 
Maintaining a military force in the field comes with great political and economic costs. 


Attitude: Each ground and naval unit not stationed in a friendly city or in a Fortress 
within three squares of a friendly city (except units whose attack strength is zero), 
and each Bomber, Stealth Bomber, Helicopter, or missile unit — regardless of the 
city it occupies — makes two citizens unhappy in its home city. 

NOTE: In Civilization II, units are not penalized based on their home city; they 
need only be in any friendly city. In addition, Democracy is fragile. If even one of 
your cities remains in civil disorder for more than a turn, your government collapses 
into Anarchy. 


Corruption & Waste: One of Democracy’s greatest advantages is its ability to squelch 
corruption and waste. Neither exists in your cities. 


Resource Support: Each military unit appropriates one shield for support each turn. 
Settlers require two food for support each turn. 


Special Conditions: Under Democracy, your workers generate an additional arrow icon 
wherever at least one already exists. Patriotism and strong democratic traditions 
make your cities and units immune to all forms of bribery. Finally, the Senate can 
force a peaceful resolution to any negotiation, and will do so whenever possible. 


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HAPPINESS & CIVIL DISORDER 


Happiness and its inverse state, civil disorder, are indirectly related to trade. Lack of trade 
leads to stagnation, and a slow economy means a lack of goods and services. The citizens in 
your cities have one of three different attitudes or emotional states: happiness, contentment, 
or unhappiness. The first citizens of your first city start out in a contented state. As the 
population of the city grows, competition for jobs, commodities, and services increases. 
Eventually, depending on the difficulty level at which you play, the form of government 
your civilization employs, and the economic conditions in your city, some citizens start to 
grumble and display unhappiness. If you don’t take an active role in city management as 
population increases, the natural trend of citizens’ attitudes is toward unhappiness. 


So what can you do to counter this trend? If your 
population is already suffering civil disorder because of 
an attitude imbalance, you need to take immediate 
steps, as we suggest under Restoring Order. However, 
you needn’t wait until a crisis occurs; you can keep 
citizens content by taking a longer outlook and 
providing services as the demand becomes imminent, 
or even ahead of demand. 


The temperament of your citizens depends on the 
level of difficulty at which you play. At Chieftain level, 
your people are so even-tempered that the first six 
citizens on the POPULATION ROSTER start out content. Each 


1 Happy Citizens 
2 Content Citizens 
3 Unhappy Citizens 


4 Taxmen 
5 Scientists 
6 Entertainer 


new citizen above this number starts with a bad attitude, and must depend on 
improvements, luxuries, martial law, and/or Wonders of the World to improve his or her 
state of mind. The number of citizens who start content decreases by one with each 
successive level of difficulty, until at Deity level, your people are so temperamental that 
only one citizen starts out content. The second and subsequent citizens show their 
unhappiness, and must be cajoled into better humor with any of the management tools at 


your disposal. 


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SPECIAL UNHAPPINESS FACTORS 


There are two special conditions that cause further unhappiness in some populations. 
Under a Despotism, and to a progressively lesser degree under other types of government, 
citizen unhappiness increases with the number of cities. This can lead to very unhappy 
citizens who must be converted first to unhappy citizens before they can become content. 


In Republics and Democracies, each ground or naval unit not in a friendly city or 
fortress within three squares of a friendly city, and each bomber, Helicopter, or missile unit 
regardless of where it is located, might create unhappy citizens. You can think of it as units 
“in the field.” Because of their routine flight training, most air units are always “in the field,” 
but the protective role of fighters makes them an exception to the rule. 


In a Republic, the first unit in the field does not cause discontent. Each subsequent 
army in the field creates one unhappy citizen. If your civilization is a Democracy, each unit 
in the field causes two unhappy citizens. Units with an attack strength of zero (that is, an 
ADM rating that starts with zero, like Transports and Engineers) do not cause unhappiness 
in this manner. When a city is in disorder, disbanding distant military units, returning them 
to their home cities, or changing their home cities can make some unhappy citizens 
content and might restore the city to order. 


CivIL DISORDER 


As we mentioned in City Management Concepts, cities that don't maintain a favorable 
balance of happy people over unhappy people go into civil disorder. Cities in civil disorder 
produce no tax revenue, technological research, or food surpluses, and the condition 
suspends production. Prolonged civil disorder might bring down a government, and throw 
your civilization into Anarchy. A nuclear reactor in a city suffering civil disorder might 
experience a meltdown due to lax safety controls (see Nuclear Meltdown). Keeping a city 
stable is a very high priority. 

A city suffers civil disorder when unhappy people outnumber happy people. Content 
people and Specialists are ignored in the calculation. When order is restored, the city 
returns to normal operation the next turn. You can restore order in several ways. 


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RESTORING ORDER 


You can pay to complete an improvement, such as a Temple, that can convert sufficient 
unhappy citizens to contentment (or content citizens to happiness) to restore the balance. 
See Rush Jobs for instructions on how to do this. 


You can also change the tax rates of your civilization. Increasing the availability of 
luxuries might convert some content people into happy citizens, allowing them to balance 
the unhappy populace. See Trade Rates for information on economic manipulation. 


You can take one or more citizens out of the work force, and make them Specialists. 
This increases the number of happy people. For information on how to do this, see 
Specialists. When creating Specialists, be careful not to also cause shortages of food or 
resources that trigger starvation of the population or the scrapping of armies. 


If your civilization operates under Anarchy, Despotism, Monarchy, or Communism, you 
can use martial law to restore order to a city. Up to three military units, each with an attack 
factor of one or more, can be stationed in a city to enforce martial law. Each military unit 
makes one unhappy citizen in a city content under the first three types of government. 
When you are operating under Communism, martial law is doubly effective, and each army 
makes two citizens content. If you have enough military units to enforce it, and a low 
enough level of unhappiness, martial law might be enough to restore order. 


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WE LOVE THE Day 


The people love you! 


at least as many happy citizens as content citizens, and the POPULATION ROSTER must number 
at least three citizens. Specialists are considered content citizens for this calculation. For 
example, a city with five happy citizens, four content citizens, and no unhappy citizens 
celebrates. A city with ten happy citizens, three content citizens and one unhappy citizen 
does not. 


ANARCHY 


If a city's population becomes sufficiently 
happy, it (not your whole civilization — just 
this one location) spontaneously holds a 
celebration in honor of your rule. The 
people declare a "We Love the (title of the 
leader) Day" in thanks for the prosperity 
your management has made possible. 
While the circumstances that support this 
celebratory mood continue, the city enjoys 
certain benefits, depending on your 
civilization’s type of government. You will 
see the effects of celebration begin on the 
first full turn that a city celebrates, that is, 
the turn after the party is announced. 


To trigger a celebration day, a city must 
fulfill certain conditions: there can be no 
unhappy citizens in the city, there must be 


The celebration has no effect when your government is in Anarchy. 


DESPOTISM 


The celebrating city collects resources as if its government is a Monarchy (see 
Governments). This can increase the amount of food and raw materials your citizens can 
produce in certain improved (irrigated and mined) terrain types. 


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MONARCHY/COMMUNISM/ FUNDAMENTALISM 


A celebrating city currently ruled by any of these governments collects resources as if its 
government is a Republic (see Governments). This increases the amount of trade your 
citizens can produce in any terrain that generates trade goods. 


REPUBLIC/ DEMOCRACY 


A city currently ruled by either of these governments increases in population by one point 
each turn it celebrates, so long as sufficient food is available. This can result in dramatic 


growth of the city. 


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TERRAIN & 
MOVEMENT 


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TERRAIN & MOVEMENT CONCEPTS 


The game map in Civilization II is divided into small independent parts, or terrain squares, as we 
mentioned in City Concepts. For simplicity, each square consists of a single type of terrain, even though the 
real world is not as perfectly organized as that. To represent that some types of terrain are easy to walk across 
and others require slogging through mud or hacking through thick underbrush, your units spend 
movement points to enter each new square. Every unit has an ADM rating (the acronym stands for 
Attack/Defense/Movement); the M, or third number in the rating, indicates how many movement points it can 
spend in a turn. You can find out all about units and their ADM ratings under Military Units. 


Each terrain type has its own movement point cost (and they’re all conveniently listed in the TERRAIN 
CHARTS on the Poster). Your Settlers or Engineer units can improve (that is, lower) these movement point 
costs by laying roads and later railroads in terrain squares (see Settlers & Engineers for the lowdown on 
how they do this). When a unit moves into a new square, it pays that square’s movement point cost. If it has 
any movement points — or fractions of movement points — left after moving one square, a unit can attempt 
to move again until it reaches the limit of its movement points. Attacking counts as movement — that is, your 
units spend movement points to attack. You can read about the details under Military Units; what you need 
to know here is that a unit’s attack strength might be reduced if it has less than a full movement point 
remaining at the time of combat. You'll get a message asking if you want to continue with 
the attack. 


The proximity of enemy units or cities can also restrict a unit’s movement options. Units and cities have 
what in military circles is called a zone of control; their influence extends into the eight squares that 
immediately surround them. Your units cannot move directly from one rival’s zone of control into another’s 
zone of control unless you have an alliance with the second tribe. This represents a unit’s ability to threaten 
or pin down enemy troops nearby. When an enemy Legion is nearby waiting to pounce, your troops cannot 
afford to expose their vulnerable flanks. The blockers don’t have to be units or cities of the same civilization. 
The Movement Restriction diagram should make it clearer, so give it a look-see. Some units (such as 
Diplomats, Caravans, and all air and naval units) have special abilities that allow them to ignore 
these restrictions. 


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TYPES OF TERRAIN 


The differences in terrain are deeper than a variety of artwork and colors to make the game 
map more visually interesting. Each type of terrain has its own economic usefulness, effect 
on movement, and effect on combat. Detailed information about the terrain types is 
provided in the TERRAIN CHART on the Poster, and from the CivILOPEDIA. 


To get terrain information from the CiviLoPEDiA, click on the CiviLOPEDIA menu, and select 
the TERRAIN Tyres option. A list of both standard terrain types and their special resources 
appears. If you don't recognize the icon for a special resource, click on the standard terrain 
type to see what special resources are possible. 


A NOTE ABOUT RIVERS 


In Civilization II, rivers are not a type of terrain unto themselves. Instead, they can flow 
through any type of terrain. Rivers make movement easier for ground units that follow the 
line of the river bed either up- or downstream, because each square costs only one-third 
of a movement point, regardless of the underlying terrain. Settlers and Engineer units 
cannot build roads across rivers until your tribe discovers the Bridge Building advance. 
Rivers count as sources of water for the purposes of irrigation. Citizens working terrain 
through which a river flows gain a bonus arrow icon, representing the ease with which 
rivers facilitate trade. Finally, a river's presence enhances the defense bonus of the terrain 
through which it flows. 


STANDARD TERRAIN SQUARES 


The standard types of terrain can be divided along climactic lines. Here's a short summary. 
Glacier and Tundra squares are both cold terrain. Neither produces much in the way of raw 
materials, and neither can be converted into more profitable terrain. Swamp and Jungle 
are both wet terrain. Neither is easy to move through, and it costs a considerable 
investment of time to convert either into more profitable terrain. Plains and Grassland 
squares are both open terrain. Both are easy to travel across, and when improved, both 
produce substantial amounts of food as well as other raw materials. Hills and Mountains 
squares are both vertically challenging. They take some effort to travel across and yield 
more raw materials when developed by mining. Ocean squares generate substantial 
amounts of trade, and appropriate types of terrain bordering them can be irrigated. Ground 
units can move at a rate of one-third of a movement point per square if they follow a 
riverbed up- or downstream. Desert squares are dry terrain that can be developed for 
marginal production. Forest squares are difficult to travel through, but yield decent 
raw materials. 


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SPECIAL TERRAIN SQUARES 


Each standard terrain square can be enhanced by one of two types of special resource. Where 
special resources appear, they add significantly to the economic value of the terrain. Distinct 
symbols mark the location of these resources. If your Settlers or Engineer units convert a 
square containing a special resource icon into another terrain type, the original specialty is 
lost. If the new terrain type can be enhanced by special resources, it is; if the new terrain 
is Grassland, it remains a standard terrain. Right now, we'll give you a brief summary. 


Glaciers can be enhanced by Oil deposits, representing increased mineral wealth, and 
therefore yielding extra shields when worked. Alternatively, the presence of Walruses 
indicate the availability of Ivory, with its greatly enhanced trade goods yield. 


Musk Ox stand in some Tundra squares, indicating excellent food sources or the 
potential for good grazing; workers in these squares can produce additional food. Other 
Tundra squares display Fur, indicating the high potential for arrows because of desirable 
trade goods. 


Swamp squares can contain Peat, whose usefulness as fuel is indicated by the 
enhanced shield yield, or perhaps Spice, exotic flavorings which are prized the world over, 
and therefore represent bonus yields in both food and arrow icons. 


Gems shine in Jungle terrain to indicate the presence of precious stones, ivory, spices, 
salt, or other valuable commodities. These are good trade items and, therefore, the square 
in which they appear generates substantial arrows. Jungles also have the potential to 
produce exotic Fruits which naturally increase the food output. 


Buffalo trotting across the Plains represent raw materials on the hoof; workers in these 
squares generate extra shields. On the other hand, Grain represents a particularly fertile 
piece of open around, and a rich source of food. 


Coal deposits, shown as black lump icons in Hills terrain, represent rich locations of 
coal or metal ores. These areas produce greatly increased shields, especially when mined. 
On the other hand, some hills are Wine country, especially suited for growing grapes. Wine 
terrain yields greatly increased trade. 


Gold gleams in Mountains terrain, representing a bonanza of precious metal ore. The 
value of these deposits produces tremendous trade goods. Alternatively, workers might 
discover Iron deposits in mountainous areas, yielding a substantial number of shields. 


Fish swimming in Ocean terrain represent the location of underwater banks and reefs 
where currents and nutrients create excellent fishing grounds. Fishing grounds produce 
increased amounts of food. On the other hand, Whales indicate the bounty of the deeps, 
and an increase in raw materials and trade goods as well as foodstuffs. 


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An Oasis is a very fertile island in Desert terrain where workers can harvest substantial 
quantities of food. Conversely, Oil, representing the presence of mineral wealth, especially 
petroleum, can also be found in Desert squares. As they do in Glaciers, Oil squares in 
Desert terrain yield extra shields when worked. 


A Pheasant peers through some Forest terrain. The presence of game indicates 
excellent food sources available. On the other hand, Silk represents a luxurious product 
of mulberry Forests that brings increased yield from trade goods. 


OPTIMAL CITY SITES 


The economic usefulness of the various terrain types is important when selecting city sites. 
Citizens work the terrain within a city’s radius to produce the food, raw materials, and trade 
that the city needs to grow and be productive (see The City Radius). Some terrain types 
are more valuable than others, in that citizens working them produce more resources. 
Other terrains start out yielding little, and only develop their full potential when they are 
improved. These squares can be irrigated, mined, or surfaced for increased economic 
value. Other squares are important because they can be converted into more valuable 
terrain, as we’ll discuss soon (for instructions on how to irrigate, mine, surface, and 
convert terrain, see Settlers & Engineers). The best city sites offer immediate food, raw 
material, and trade production, plus the potential for long term development. 


TERRAIN CONVERSION 


When surveying sites for a new city, keep in mind the potential for terrain squares within 
the city’s radius to be improved. Hills and Mountains squares can be mined so that citizens 
working them produce increased raw materials. Plains and Grassland squares, whether or 
not rivers run through them, can be irrigated so that citizens working there produce more 
food. Swamp and Jungle squares can be cleared to yield Grassland or planted to yield 
Forest. Forest can be cleared to yield a Plains. Plains and Grassland squares can be 
retimbered to yield Forest if you need raw materials. An area dense with Jungle and Swamp 
squares looks barren at first, but has the potential to become a very rich city site. 


Improvements are not limited to agricultural effects. Settlers and Engineers also 
improve terrain by laying roads across terrain squares. Roads allow better access to a city, 
and therefore, increase the trade goods citizens working some squares produce. Plains, 
Grassland, and Desert squares all produce trade once penetrated by roads. Railroads 
eliminate the movement point cost of the terrain across which they are laid and might 
increase resource production as well. For more information on terrain improvements, see 
Settlers & Engineers — they're the units that do the work. 


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PLANETARY CARETAKING 


Manipulating terrain to produce the maximum number of shields has a downside, of 
course. One cost of heedless industrial growth is a gradual polluting and poisoning of the 
environment. Of the many dangers posed by pollution in the real world, the greatest might 
be global warming. Theorists believe an unchecked rise in the planet’s atmospheric 
temperature threatens catastrophic geographic changes including melting polar ice caps, 
rising sea levels, and parched farmlands. Different threats of poisoning occur if nuclear 
weapons are detonated or a nuclear reactor melts down. 


Civilization II models pollution from industry and nuclear disaster as a balancing 
factor for growth. As you steer your civilization into the industrial age, you must manage 
your cities and monitor your terrain to minimize pollution and prevent the disaster of 
global warming. 


POLLUTION 


Every turn, the game assigns a probability of pollution occurring within the economic 
radius of each city. The likelihood of this contamination depends on two factors: the 
number of shields produced (industrial pollution) and the population supported (smog). In 
some cities, industrial pollution is the major factor in the calculation, and in other cities 
smog is a bigger hazard. Below a certain level, the chance of pollution is negligible, but as 
industrial output builds, so does the likelihood of its darker side effects. Smog has no 
effect on pollution calculations until your civilization acquires the advance of 
Industrialization. 


Smokestacks begin appearing on the City DisPLay in the GENERAL INFORMATION window 
when the combined pressures of smog and industrial pollution begin to create a significant 
threat of contamination. The number of stacks roughly indicates the probability each turn 
of a square within the city radius becoming polluted. For example, a city generating a large 
number of raw materials each turn (Say 20) and inhabited by a large population might show 
several smokestacks in its City DisPLay. The exact proportion of smokestacks produced by 
industrial pollution and smog depends on the difficulty level at which you set the game. 


Certain city improvements can help the situation. A Nuclear Power Plant, Hydro Power 
Plant, Solar Plant, or Recycling Center improvement in a city reduces the impact of 
industrial pollution, in turn decreasing the accumulation of smokestacks. Solar Plants also 
help prevent global warming by absorbing excess heat in the atmosphere. The Hoover 
Dam, a modern Wonder of the World, acts as a Hydro Power Plant for all friendly cities. The 
Mass Transit improvement eliminates smog. 


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Pollution indicator 


Polluted square 1k "^ diis: Engineer 
Cleaning Up 


Pollution is icky! 


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NUCLEAR CONTAMINATION 


The detonation of nuclear weapons or the meltdown of a Nuclear Power Plant can also 
cause contamination. For game purposes, Civilization II treats these threats identically 
to industrial pollution, though in real life their effects might be considerably longer term. 


NUCLEAR WEAPONS 


A Nuclear unit not only destroys the army or city it targets, but all units stacked with the 
target, and those in adjacent squares as well. It also pollutes a number of map squares 
around the impact square. Enemy units’ zones of control (which are discussed under 
Movement Restrictions) might make it impossible for your Settlers or Engineer units to 
clean up this contamination in a timely fashion, and your rival might not spend the time or 
manpower. Unchecked pollution significantly raises the risk of a global warming disaster. 


NUCLEAR MELTDOWN 


If a Nuclear Power Plant melts down, half of the city’s population is destroyed. Additionally, 
some random number of squares near the city become polluted. 


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The risk of meltdown always exists when a city which has a Nuclear Power Plant goes 
into civil disorder. Civilian unrest might result in safety procedures becoming so lax that a 
catastrophic accident occurs. If you build Nuclear Power Plants in any of your cities, take 
special care not to allow those cities to go into disorder. 


When your civilization achieves the technological advance of Fusion Power, the risk of 
meltdown disappears. Your Nuclear Plants automatically convert to fusion-powered 
facilities once you have achieved this advance. 


POLLUTION'S EFFECTS 


Pollution is represented graphically by a skull on the terrain square in which it occurs. It 
reduces the production of food, raw materials, and trade to one-half (rounded up) of pre- 
pollution levels. For example, a square where workers produced four food, one shield, and 
two trade before pollution blighted the square yields only two food, one shield, and one 
trade after contamination. Once the terrain is detoxified, workers’ production returns to 
pre-pollution levels. 


Polluted terrain can be detoxified by any Settlers or Engineer unit. The working unit’s 
shield is marked with a "P" to note it has been ordered to detoxify a polluted square. After 
four turns of work (an Engineer can clean up in two), the pollution disappears. Adding more 
Settlers or Engineer units to a polluted square speeds the cleanup. If you use the GoTo City 
order, your city list marks which locations suffer from pollution. Note that a polluted square 
within the radius overlap of two cities is listed once for each city; if your cities are close 
together, this might give you an alarming overstatement of the total pollution your 
civilization suffers. 


MONITORING POLLUTION 


Your environmental advisors inform you immediately when any map square within your 
territory becomes polluted. A skull appears on the polluted square. 


You can monitor the extent of pollution throughout your civilization by watching the 
pollution indicator, a small icon in the Status window. The color of the icon depends on the 
number of currently polluted terrain squares and the number of turns they have remained 
contaminated. It indicates the extent of the risk of global warming. 


GLOBAL WARMING 


Global warming might occur at any time that at least nine map squares, anywhere in the 
world, are polluted. The probability that it will occur increases with the length of time 
contamination on this scale is left untreated. If polluted terrain is left unattended for too 
long, environmental damage occurs, as detailed under Disasters. 


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Once an environmental disaster has occurred, the cycle starts over again. The planet 
achieves equilibrium at the new, higher temperatures. If pollution continues or increases 
once more to high levels, another bout of environmental problems might occur. This cycle 
can repeat endlessly if pollution is not controlled. 


MINOR TRIBES 


Thatch-roofed hut icons scattered about the map of the world indicate the 
presence of minor tribe villages. These populations are too isolated, too 
unorganized, or too migratory to develop into major civilizations. Minor tribes 
react to contact with a range of emotions, from delight to hostility. There is 
no way to predict a village’s response, but most potential responses are 
favorable. There is one unique situation: Air units cannot encounter minor 
tribe villages. Instead, their overflight scares the villagers, and the hut icon 
vanishes as the tribe abandons their territory in terror. 


Playtesters and Civilization fans alike call these hut icons “goody huts.” 
Here’s what might happen when you move a ground unit onto terrain that a 
minor tribe occupies. 


e Occasionally a minor tribe is sufficiently advanced, yet awed by your emissary, 
to immediately form a new city and become part of your civilization. 


e On the other hand, your unit might have stumbled upon a village which has 
discovered an advance unknown to your civilization. Graciously, they share 
their knowledge. 


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e To placate your emissary unit, a village might give your civilization valuable 
resources (gold) as a gift. The gift is added to your treasury. 


e Your emissary unit stirs up the young bloods in the village with his tales of valor 
and victory. All the impressionable warriors run off to join your army, creating a 
new military unit “carrying your colors.” 


e Your emissary makes a horrible faux pas, and the minor tribe turns vicious. A 
random number of barbarian units comes boiling out of the terrain squares that 
adjoin the village. Duck (or run, if you can)! 


e Your emissary arrives at a spot rumored to contain a village only to find the 
inhabitants long gone and the dwellings empty. Nothing occurs. 


e Your unit catches up with a particularly peripatetic tribe, and impresses them 
with his or her goods and possessions. The minor tribe is willing to join your 
civilization, though not necessarily interested in settling in their present location. 
The villagers become a Settlers (or Engineer) unit carrying your shield. 


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MOVEMENT 


There are two basic methods of moving units a square or two at a time: by keyboard 
commands or (if you have enabled mouse movement) by mouse clicks. The keyboard 
method uses the eight edge keys of the numeric keypad. The key in the center is 
inactive; think of it as your unit's position. The keys surrounding the (5) represent the points 
of a compass. For example pressing (7) sends your unit northwest, while pressing (6) sends 
your unit east. 


The mouse method involves placing your mouse cursor near the edge of the unit in the 
direction you want it to travel. When the cursor turns into an arrow pointing in the 
appropriate direction, click the left mouse button to make the unit move. Note that this 
method works only if you turn on the Move Units w/ Mouse option in GAME OPTIONS. You can 
also use the GoTo order to send a unit over long distances, as we explain in detail under 
GoTo Orders. 


Units can move up to the limit of their movement factors, with a few caveats. The most 
important exception is that a unit can always move at least one square in a turn, regardless 
of the movement point cost of the terrain. Are we saying a unit can always move? Not quite. 
An enemy unit or city's presence can hamstring any unit with the zone of control restriction, 
as you'll see in a moment. There are other, common-sense restrictions on where units can 
move and where they can't, which are elaborated under Movement Restrictions. 


Back to movement factors. A unit with a movement factor greater than one must 
compare its movement factor with the movement point cost of the terrain square you wish 
it to enter. The unit pays the movement point cost (subtracts the movement point cost from 
its remaining movement factor) for each new square it enters, until you choose to stop 
advancing, or the unit’s movement factor is smaller than the movement point cost of the 
terrain square. There's a small chance that a unit can enter a square, even if its movement 
factor is lower than the movement point cost of the terrain, which is why sometimes 
Chariots can cross Mountains squares, and sometimes they can't. When an army is unable 
to complete a movement order because it doesn't have enough movement points to 
proceed, its movement is finished for the turn. The map then centers on the next active 
unit. 


Roads and railroads speed the movement of ground units. They do this by lowering the 
movement point cost of the terrain over which they are built. Any terrain square with a road 
across it costs just one-third of a movement point to cross. Any terrain square with a 
railroad costs no movement points to cross — zero! Cities automatically have roads in their 
City squares, so entering a city square always costs one-third of a movement point. Once 
your civilization discovers the Railroad advance, city squares are automatically upgraded 
to railroads, so your units can slide through them for free. 


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THE ACTIVE UNIT 


How do you know whose turn it is? Every turn, Civilization II activates each unit in turn 
by centering the map around the unit and making it blink. You can give orders to each unit 
as it becomes the active unit (see the Orders Menu in Reference: Screen by Screen). Five 
special orders deserve fuller explanations here. 


No ORDERS 


To skip a unit for the turn, press the Skip TURN key or choose the option from the 
ORDERS menu. Once you've skipped a unit's turn, the troops are on liberty for the day — 
you can't recall them to duty again this turn. 


GOTO ORDERS 


To send a unit on a long trek, you have two options. You can click-and-hold on any square on 
the map until your cursor turns into a crooked “Go” arrow. If the destination square isn't 
visible in the Mar window, you can use the Zoom Our button to enlarge the area you are 
viewing, click on the WorLD window to shift your view to another area of the map, or switch 
to View Pieces mode by pressing the (v] key or choosing the option from the View menu, and 
move the cursor with the number pad keys. If you'd rather send a unit to a city, you can 
press the GoTo (a) key or choose the option from the OnpERSs menu. A screen pops up listing 
all of your cities; click on the ALL Players button to see every destination city in the world. 


Once a destination is established, the unit automatically “goes to” that square, whether 
it takes only one turn to complete its orders, or many turns. If the unit is attacked, or an 
obstruction prevents the unit from completing its journey, it becomes active once again. 
Ground units cannot travel between continents on a GoTo order. 


WAIT ORDERS 


To skip a unit temporarily, press the Warr key or choose that option from the ORDERS 
menu. This passes you on to the next unit and sends the skipped army to the end of the 
line. You'll see this unit again after all the others have had a chance to move. 


PARADROP ORDERS 


Paratroopers that have not moved this turn have the special ability to make paradrops 
when in a city or Airbase. Press the PARADROP (P) key or choose the option from the ORDERS 
menu. Your cursor turns into a parachute. You can make a paradrop in any land square 
within ten of the origination square, that is not occupied by enemy troops. As you run the 
mouse over the map, the cursor changes from a parachute to a crossed-out parachute to 
indicate “illegal” destination squares. Click on a square to make the drop. Paratroopers 
have one movement point after they drop to attack or change position. 


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AIRLIFT ORDERS 


Once your civilization has discovered the Radio advance, you can build Airport 
improvements. Once you have two or more Airports, you can airlift one unit per turn into 
or out of each Airport. Activate a unit in a city, then press the Ainurr key (L) or choose the 
option from the ORDERS menu. A list of cities with Airports appears, and you can select your 
destination. Enemy Fighters and Stealth Fighters within range of either the target or 
destination city have a chance to scramble and interdict the airlift. 


ACTIVATING FORTIFIED AND SLEEPING UNITS 


Fortified and sleeping units do not become the active unit. If you want them to move or 
change position, you must activate them first. Click the mouse pointer on the square in 
which fortified or sleeping units are stationed. This opens a box displaying all units in that 
square. Click again on the icons of all units you wish to activate. Fortified or sleeping units 
within a city must be activated from within the City DispLay—see City Display for 
instructions on how to do this. Sleeping units automatically activate when enemy units 
move into an adjacent square. 


NAVIGATING THE MAP WINDOW 


We've talked about moving your units around the map, but there are several tools which 
allow you to look at different map areas and move around the game world. First, let's 
describe the two modes of Civilization II. In Move Pieces mode, the active unit blinks, and 
you can use the number pad keys or cursor arrows to move it across the map. In View PIECES 
mode, the square-outline cursor blinks, and you can use the number pad keys to move it 
across the map. You are automatically placed in Move Pieces mode at the beginning of each 
turn, and automatically switched to View Pieces mode when “end of turn" is flashing. Toggle 
between the modes by pressing the key (or selecting your choice on the View menu). 
You cannot switch to Move Pieces mode unless there are units still waiting to move. 


Of course, you can simply click on a map square to center the Mar window there. If you 
want to move a long distance, you can use the Zoom buttons to increase the acreage shown 
in the window, or click on the WonLp window. 


If your cursor is over a unit, stack of units, or city square in View Pieces mode, you can 
press the Activate UNIT (a) key to activate some or all of the units in that square. If there is 
more than one unit, a pop-up box allows you to choose among them. If the active unit in 
Move Pieces mode happens to be standing in a city, the Activate Unit key also works to 
activate any fellow units in the city, without opening the City DISPLAY. 


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MOVEMENT RESTRICTIONS 


Most of the restrictions placed on unit movement are a matter of common sense, as we 
mentioned earlier. We’re spelling them all out here, in case you try to order a unit 
somewhere that seems possible and the game won't let you do it. 


GROUND UNITS 


Ground units (all non-ship and non-air units) normally move only on land. To traverse the 
wide (or narrow) oceans or even to get across lakes, they must board naval transport. Not 
all ships take passengers; see Naval Units under Mobile Units for a list of those that do. 


Boarding a ship uses up all a unit's movement points for the turn and puts it to sleep. 
If you attempt to move a naval unit into a land square that does not contain a port city, 
any passengers are offered the option to Make LANDFALL and disembark. If a naval unit 
carrying ground troops makes port, all passengers automatically wake up. 


NAVAL UNITS 


Ships normally move only on the ocean, although they can also sail across inland lakes. 
Ships cannot navigate rivers, deltas, or swamps in the game, though of course some do in 
real life. Instead, river navigation is represented by the reduced movement point cost for 
ground units following riverbeds. City squares that touch a shoreline along one side or at 
one corner are the only "land" squares that ships can enter — here they make port. Making 
port costs one movement point. 


AIR UNITS 


Air units can cross both land and sea squares at a cost of one movement point per square, 
but they must land in a friendly city, at an Airbase, or on a Carrier unit to refuel every turn 
or two. Though planes can sometimes fly above rival ground units in real life without 
causing an incident, they are always required to encounter enemy ground units that they 
overfly in Civilization II. To avoid attacking rival units by accident, carefully quide your 
planes around them. Air units have the advantage in maneuverability. Neither ground nor 
ship units can attack air units that appear "next to them" because of the disparate vertical 
locations. The one exception is the Diplomat or Spy unit's ability to bribe adjacent units 
into switching sides. See Diplomats & Spies below. 


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ZONES OF CONTROL 


Ground units cannot move directly from one square adjacent to an enemy army or city to 
another such square. The squares that surround a unit are in that unit’s zone of control — 
the same holds true for a city. Neither ground troops nor Settlers units can move directly 
from one rival’s zone of control into another square within a rival’s zone of control. The 
prohibited square might be adjacent to the first enemy army, to another army (even one 
from a different civilization), or to any enemy city. Ground units can only move into such 
a controlled square if a friendly unit or city already occupies the square, or if you have 


formed an alliance with a rival player (which we’ll explain fully in Diplomacy). 
p Enemy Army 
b 
2 Friendly Army 


Enemy City 
Friendly City 


Movement Restrictions Diagram Moves not allowed 


1. X moves are OK if those squares already contain an army from your civilization. 
2. Movement restrictions do not apply to ships, air units, diplomats, and caravans. 


Moves allowed 


Some units have special abilities which allow them to ignore zones of control. Air units 
have the whole sky in which to maneuver; naval units have the open sea. Diplomats and 
Spies use social convention and diplomatic immunity with equal aplomb, and Caravans 
and Freight units can argue neutrality and engineer special deliveries. Partisans use 
intimate knowledge of the local terrain to good effect. Explorers' solitary nature and 
singleness of purpose get them out of tight places, and Engineers' training includes 
techniques to infiltrate and bypass enemy positions. The Movement Restrictions diagram 
offers a graphic representation of a unit confronted by enemy zones of control. 


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The major dynamic of change throughout the history of civilization has been the continuing 

advance and accumulation of knowledge. As humankind progressed by fits and starts 
through the ages, civilizations rose and fell, their success or failure due to what knowledge 
they acquired and how they employed it. 


Those who first acquire new knowledge are often able to employ it to build a more 

powerful position, but there are many cases of civilizations that obtained some new 

invention first, then failed to use it to their advantage. The pace at which a society 

develops and implements new knowledge depends on many factors, including its 

E social organization, economic organization, geographic location, 
E] leadership, and competition. 


The concept of progress being not only inevitable, but 

even a good thing is a relatively recent phenomenon. Only 

in the last several hundred years have we actively studied 

history and considered the evidence of the historical record. For 

most of human history, the pace of progress was so slow as to be 

barely detectable but since the Industrial Revolution, the pace of advance and change has 

dramatically increased. Rapid change is now considered normal. For much of the world, new 
discoveries are continually expected and are not a surprise. 


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THE CONCEPT OF CIVILIZATION ADVANCES 


As we Said in City Management Concepts, scientific research is what drives your civilization’s scientific and 
intellectual growth. The science (beaker icons) each city generates every turn represents a percentage of the 
total trade, that city brings in. You can adjust the amount of science generated with the Tax Rate option in 
the KinapoM menu. A low science ratio generates advances slowly; a high ratio generates them more quickly. 


You want to accumulate research, in the form of beakers, to gain advances, or new technologies. Each 
new advance allows your civilization to build new units or city improvements; sometimes a new advance 
makes possible the construction of a new Wonder of the World. Each new civilization advance also opens up 
a path to researching further technologies. You could look at the connections between advances as a flow 
chart (see the Poster for an example), as a web, or as a tree. The important concept is that each technology 
is a building block that allows research into further advances. You can even research into the realms of 
science fiction; each futuristic advance you discover adds bonus points to your final score, as we'll explain 
in Future Technology, coming right up. 


Accumulated research isn't the only way to gain advances. Contact with a minor tribe might also net you 
a new civilization advance — see Minor Tribes for all the possible outcomes of an encounter. Finally, parley 
with other civilizations can result in an option to exchange technologies, and war offers the opportunity to 
wrest them by force from cities you subjugate. We'll give you the full details under Diplomacy. 


The scientific research performed in each city you own is totaled in the Science Apvisor’s Report (see The 
Advisor Menu in Reference: Screen by Screen for more about the Science Advisor and his duties). Each new 
advance that your civilization discovers "costs" a certain amount of science (accumulation of beakers). As time 
progresses, new advances require more funding to research. The Science Apvisor’s Report also lists the 
technologies you have already discovered or been given, and the current advance your scientists are researching. 


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CLIMBING THE TECHNOLOGY TREE 


Once your civilization begins to accumulate scientific research, your Science Advisor asks 
you to choose a new civilization advance to research. Before making your choice, you can 
immediately get help concerning the available technologies. Press the GoaL button to see 
a list of all the advances in the game. Select the one you're most interested in pursuing, 
and click OK to find out which of the options you now have will further your research 
toward your goal. A message informs you if none of the options is suitable. Technologies 
you should be able to research but that are not on the current list of possibilities eventually 
show up (at a later choice-point). Once you have chosen a direction for your research, you 
cannot change your mind. Your scientists pursue that topic until they learn the new 
civilization advance. If you are unfamiliar with the advantages of a particular advance, 
highlight it and click on the HeLP button to see the CiviLOPEDIA entry. 


Advances are divided into five broad categories: Military, Economic, Social, Academic, 
and Applied. The icons in front of each advance show which category each advance belongs 
to. They can help you decide which advance will further your general strategy if you are, for 
instance, following a militaristic path, rather than an economic one. These icons also appear 
in the diplomatic screens, to help summarize the technology paths of your opponents. 


When research is complete, your chief investigator announces the discovery. The 
CivILOPEDIA Screen appears detailing the impact of the advance, including any new units, city 
improvements, and Wonders that have become available. The PRopucrioN menus in each 
City Display are immediately revised to include these new items wherever they are 
appropriate (for instance, inland cities can never build ships, so ship units never appear on 
their PRODUCTION menus, even if you have discovered Navigation or later seafaring advances). 


As each new advance is acquired, your advisor appears again to ask for a new topic to 
research. The list of choices is updated with each new discovery to reflect your arowing 
knowledge base. Technologies you acquire through means other than research (see 
Diplomats & Spies and Minor Tribes for details) no longer appear on the list of choices — 
you've already discovered them. If by chance you're given the civilization advance your 
scientists are currently researching, your Science Advisor immediately switches the 
research effort to a new topic of your choice — the accumulated beakers that represent 
research into the gift advance are transferred to the new topic. 


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THE POSTER 


The Poster contains a graphic technology tree, or flowchart, that lists every civilization 
advance in Civilization II. For easier reference, advances are subdivided into the same 
four ages as Wonders of the World. The age of your civilization does not limit the advances 
you can research in any way. 


Each entry on the chart gives the name of the advance and any new units, improvements, 
Wonders, or spaceship parts your civilization can now build as a result of this discovery. 
Some advances also allow your Settlers or Engineer units to undertake new orders. 


Many technologies are the synergy of two diverse threads of inquiry. As a result, a 
second prerequisite advance might be listed in parentheses below the name of the current 
advance. By following the arrows along the chart, you can see that Alphabet leads to 
Mapmaking. By reading the second prerequisites, you can see that Mapmaking (along with 
Astronomy) leads to Navigation. 


You can use this flowchart as a quick reference to what you want to discover next, or 
to plan an extensive research effort that culminates in an important technology like 
Railroad or Nuclear Fission. It can also remind you of advances you are ignoring. 


FUTURE TECHNOLOGY 


After your scientists discover the Fusion Power and Recycling advances, they can begin 
researching futuristic advances. These not-yet-imagined civilization advances are 
collectively known as “Future Tech;” when your civilization accumulates enough scientific 
research (beakers) to finish one unit of Future Tech, you can research another. Each Future 
Tech you discover adds five points to your final score (see Scoring for other ways to boost 
your final total). 


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SPECIAL ADVANCE EFFECTS 


A number of the advances in Civilization II have effects independent of the new units 
and improvements you can build. We’ll summarize these effects here. Each advance’s 
CIVILOPEDIA entry reminds you of these effects. 


Achieving the Corporation advance allows you to focus a city’s production on 
revenue. The discovery of the Corporation advance allows your citizens to 
“Duild” the Capitalization improvement, and market a city’s research to produce 
high-tech consumer goods that generate tax income. 


The discovery of the Democracy advance allows each Courthouse improvement 
to make one content citizen happy. 


Once your civilization discovers the Electronics advance, your Colosseums can 
make four unhappy people content in each city, not just three. 


The discovery of Fusion Power eliminates the possibility of a meltdown in your 
Nuclear Power Plants. In addition, it gives the Thrust Components of your 
spaceship 25 percent more power. 


Both Navigation and Seafaring reduce the chance of your Trireme units being 
lost at sea. 


Once your culture has embraced the Nuclear Power advance, all of your Naval 
units gain one extra movement point. 


If you discover the Philosophy advance before any other civilization has done so, 
you earn a “free” advance. 


Once your civilization has achieved the Railroad advance, all your city squares 
are automatically upgraded from roads to railroads. It no longer costs any 
movement points to enter cities. 


Once your civilization has achieved the Refrigeration advance, all your city 
squares are automatically upgraded from irrigated land to farmland, if the terrain 
is suitable. Once you build the Supermarket improvement, your workers can 
harvest 50 percent more food from these spaces. 


The discovery of Theology makes your Cathedrals more influential. Instead of 
making three unhappy people per city content, a Cathedral now relieves four. 


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There is one disadvantageous special effect. Once you 
discover the advance of Communism, the effect of the 
Cathedral improvement (which discovering the 
Monotheism advance allows you to build) is lessened. 
Instead of making three unhappy people per city content, a 
Cathedral now only relieves two. 


If your culture has discovered both Theology and 
Communism, the special effects cancel each other. 


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- WONDERS OF 
THE WORLD 


A Wonder of the World is a dramatic, awe-inspiring accomplishment. It is typically 
a great achievement of engineering, science, or the arts, representing a milestone 
in the history of humankind. As your civilization progresses through the years, 
certain advances make building Wonders of the World possible. Twenty-eight 
Wonders are included in Civilization II, seven each representing the four great 
epochs of civilization: the Ancient World, the Renaissance (including the High 
Middle Ages), the Industrial Revolution, and the Modern World (present and 
future). These Wonders are the extraordinary monuments of a civilization, 
bringing everlasting glory and other benefits to their owners. 


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THE CONCEPT OF WONDERS 


Wonders of the World are like extraordinary city improvements, in that they are structures (or achievements) 
that your civilization can undertake to “build.” Unlike city improvements, each Wonder is unique, existing 
only in the city where it is constructed. Each one confers a specific, unique benefit on the civilization that 
owns it (you can find the specifics in the CiviLorEpiA listing for each Wonder). If one of your cities is captured 
by a rival power, and you had built a Wonder there, that Wonder no longer benefits your civilization. Instead, 
its bonuses now apply to the conquering civilization. The same holds true if your units capture a city 
containing a Wonder from a rival player. 


If a Wonder is destroyed by the decimation of the city in which it stood, it can never be rebuilt. Its 
benefits are lost to the world forever. Further, some of the glories of the ancient and Renaissance Wonders 
dim over time. Objects and accomplishments that awed the ancients lose their luster for people of the 
Modern Age. The achievement of later advances can negate the benefits of older Wonders, regardless of 
whether your civilization or another discovers the canceling advance. 


CONSTRUCTING WONDERS 


You can build a Wonder only if you have discovered the advance that makes it possible, 
and if it does not already exist somewhere else in the world (if it exists in another city, it 
won’t appear as an option on your PRODUCTION menu). However, you can start construction 
of a Wonder even if another civilization is working on the same project — you just race to 
see who gets done first. A message warns you if another civilization’s production of a 
Wonder is imminent. 


If you are building a Wonder in one of your cities and the same Wonder is completed 
elsewhere before you finish, you must convert your production to something else. Any 
excess Shields you have accumulated beyond the number required to construct your new 
project are lost, so be careful what you choose. As you click on each potential project, you 
see a graphic representation of the shortfall or excess of shields you currently have with 
respect to the new project’s requirements. 


Wonders are not destroyed when an enemy captures the city in which they exist. 
However, if a city possessing a Wonder is destroyed (that is, if its population is reduced to 
zero by siege or bombardment), that Wonder is lost forever and cannot be rebuilt. 


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Wonders of the World are often long-term 
projects (as befits their magnificence). If you want to 
accomplish construction of a Wonder faster than the 
city that is building it can generate shields, you have 
several options. You can divert trade goods into the 
Wonder's coffers by moving a Caravan or Freight 
unit into the city of construction and accepting the 
choice HELP BuiLD WONDER — see Caravans & Freight 
for details about Caravan interactions. You can also 
spend cash directly from your treasury. Click the Buy 
button at the top of the PRopucrion menu; if you have 
enough cash on hand to purchase the Wonder, you 
can choose to pay, and the Wonder will be 
completed next turn. In addition, you can disband 
troops currently in the city that is constructing the 
Wonder. Each disbanded unit contributes shields 
equal to one-half its construction cost directly to the 
RESOURCE Box, representing the reallocation of 
support from the unit to the construction. 


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Wonders can be built in any city 
and more than one may be built in 
the same city. Each Wonder has 
both specific and general benefits. 
You can read about the specific 
benefits in the appropriate 
CivILOPEDIA entry. The glory that 
accrues to your civilization for 
possessing a Wonder is one of the 
general benefits conferred by such 
great works; more importantly, this 
glory continues to accrue even if 
new advances make the Wonder's 
specific benefit obsolete. In 
addition, each Wonder that your 
civilization possesses adds to your 
Civilization II score. The presence 
of Wonders is significant to the 
calculations determining the top 
five cities in the world. Further, the 
presence of Wonders influences 
historians, such as Gibbon, who 
periodically rate the world’s 
civilizations. Finally, Wonders also 
sway your people to improve your 
throne room (see Throne Room for 
the particulars). 


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Units are groups of citizens, soldiers, and 

envoys that can move around the world of 

Civilization II and interact with other units and 

civilizations. Some non-combat units, like Caravans, Explorers, and 
Settlers, have special functions which are explained separately. 


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UNIT CONCEPTS 


Units are the pieces you move around on the map in Civilization II. Each civilization’s units carry a different 
color shield. Units carrying red shields are always barbarians. 


Units can be divided into types according to the way they move: ground (or land) units, air units, and 
naval (or sea) units. Each unit has statistics for attack strength, defense strength, and movement points. 
These stats are listed in a shorthand, code-like set of numbers, which we’ve already mentioned is called the 
ADM — this stands for Attack/Defense/Movement. You can find each unit’s ADM numbers in the CivILOPEDIA. 
In addition, each unit — even non-combat units — has statistics for hit points and firepower, which are also 
found in the CiviLoPEDIA. The strength bar at the top of a unit's shield indicates how many hit points that unit 
currently has, both by its length and by its color. 


Attack strength shows the likelihood of inflicting damage when attacking an opponent. Units with a 
high attack strength are useful for offensives in which they are attacking. 


Defense strength represents the ability of a unit to defend itself when attacked; it is the likelihood 
that damage will be inflicted on an attacking unit. Units with high defense strength are useful for defending 
cities and other positions against enemy troops. The terrain on which a unit stands can increase its defensive 
strength, as you'll find in Terrain & Movement. 


Movement points indicate how far a unit can travel — or how many times a unit can attack — in a turn; 
they're explained in detail in Terrain & Movement, too. 


Hit points indicate how much damage a unit can withstand before it is destroyed. Units with a greater 
number of hit points can absorb more damage in combat. A green strength bar indicates that a unit has more 
than two-thirds of its hit points remaining, a yellow strength bar means the unit has between one-third and 
two-thirds of its hit points, and a red strength bar show that a unit has less than one-third of its total hit points 
remaining. Hit points can be restored by skipping turns, especially in cities with repair facilities. 


Firepower indicates how much damage a unit can inflict in a round of combat. Units with a high 
firepower pack a powerful wallop. 


A unit's status is important when you want to give it orders. Units can be on active status, which means 
they blink each time they become the active unit. Units on sleep status remain inactive until an enemy unit 
comes within one square of them. At this point, they “wake up” and become active. Units on fortified status 
are also inactive (their status is indicated by the letter “F” on the unit's shield, and by the brown 
“entrenchment” icon which appears around the base of the unit — in fact, they are entrenched in a defensive 
posture. They remain inactive even if rival units approach them. Clicking on either a sleeping or fortified unit 
allows you to change its status to active. When the unit becomes the active unit, you can give it new orders. 


100 


Every unit has an observation factor. Most units can only “see” units and objects on the edges of the 
terrain squares directly adjacent to their own. Early in the game, when most of the map is black, the limits 
of this observation area are obvious, as the blackness rolls back only so far with each move a unit makes. 
Even after you have explored a continent, barbarians and rival units can appear “out of nowhere” because 


they are lingering outside the limits of your units’ observation. 

Some advanced units have greater observation factors. They can “see” into a second square in all 
directions, which makes them useful for monitoring rival’s movements and anticipating surprise attacks. 
Exceptional observation factors are noted in unit descriptions in the CiviLOPEDIA. 


MILITARY UNITS 


Through the years, the majority of your time is spent moving and positioning 

armies. A strong military is the best defense against rivals and barbarians. 

Military units are also the eyes of your civilization, exploring the world as 
they move. Finally, they can serve you offensively by defeating the armies 
of your rivals and capturing their cities. 


Armies can be ground units (Legions, Cannons, and Armor, for 
example), naval units (Triremes, Ironclads, Battleships, etc.), or air units 
(Fighters, Bombers, and Nuclear units). Several non-combat units need 
further explanation, so they’re discussed in detail a little later. All units, 
whether they are combat or non-combat oriented, are described in the 

MiLITARY UNits option of the CivILOPEDIA. 


GROUND UNITS 


The majority of Civilization Is units are ground units. These armies 
move over the map terrain square by terrain square. They spend 
movement points according to the type of terrain they are entering, 
observe movement restrictions like zones of control, and attack rival 
units when you move them into a square containing an enemy army. Most 
ground units have an observation of one square. 


PILLAGE 


Armies can strip the countryside through which they roam of any improvements any 
Settlers or Engineer units have built, tearing up roads, trampling crops, and collapsing 
mines. The occupying army destroys your choice of one improvement each time you press 
the and (P) keys simultaneously, or choose PiLLAGE from the OnpERs menu. It takes one 
turn to pillage one improvement. 

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AIR UNITS 


Air units operate under some special movement rules. These units can cross any terrain 
square at a cost of one movement point per square. Because they are airborne, they get 
no bonus for crossing squares improved by roads or railroads. All air units except missiles 
have an observation range of two squares in any terrain. 


Most air units must end their movement in a friendly city with an airport, at an Airbase, 
or on a Carrier unit, as these are the only areas where they can safely land. Bombers and 
Stealth Bombers must land for refueling every second turn, giving them effective ranges of 
16 (8 out and 8 back) and 24 (12 out and 12 back), respectively. Bombers and Stealth 
Bombers can only attack once, regardless of their remaining movement points. In addition, 
attacking uses all a unit’s remaining movement points for the turn. Therefore, if you attack 
during a Bomber or Stealth Bomber’s return flight, it does not have enough movement 
points to return home safely, and it crashes and disappears. Fighters and Stealth Fighters 
can attack targets as many times as they have movement points. However, be sure you 
save enough movement after the attack to return to a landing area, or your pilots 
kamikaze! 


Both missile units are one-shot attackers; the icons represent missiles that are spent in 
the aggression. If you have miscounted the number of squares to your destination, or 
another unit’s movement or position prevents a missile unit from reaching a target city or 
unit, you can attempt to return the missile to a friendly city or Airbase, or to a Submarine 
or Carrier unit. If your missile gets stranded — that is, there is no target unit or city within 
reach, and no safe landing area — the missile is a dud that falls to earth harmlessly. It 
disappears from the game. 


If a city is the target of a Cruise missile attack, the strongest military unit defends 
against it (the unit in that city with the largest defense factor). There is no collateral damage 
to city improvements from Cruise missile attacks. If a city is the target of a Nuclear missile 
attack, half of the population is destroyed. All military units in and adjacent to the target 
square are destroyed as well, regardless of the civilization to which they belong. If a military 
unit or stack of units is the target, all units in the stack are destroyed. In addition to the 
loss of units, all land terrain squares adjacent to the impact square become polluted. 


Helicopters are unique air units in that they don’t need to return to a base for refueling, 
giving them an unlimited movement range similar to a ground unit. However, every turna 
Helicopter starts in the field — not taking off from a friendly city, Airbase or Carrier — it 
suffers a small amount of damage. Eventually, it must return to a friendly city or Airbase 
for repairs. A Helicopter can only make one attack per turn; attacking uses all remaining 
movement points for that turn. 


102 


NAVAL UNITS 


Naval units also adhere to some special rules. Some naval units have the capacity to carry 
passengers — ground units. These include Triremes, Caravels, Galleons, Frigates, and 
Transports. Carriers can only transport air units. Submarines can only transport missile 
units. When two ships occupy the same square, the one that leaves first takes up to its 
carrying capacity of passenger units with it. 

Most naval units can conduct shore 
bombardments — that is, they can attack units 
standing on the coastal squares of continents and 
islands. Because of the high degree of inaccuracy, 
the firepower of both the ship and its target is 
reduced to one when a ship bombards a unit, city, 
or stack on shore. Submarine and Transport units 
cannot conduct shore bombardments at all. 


Battleships, Carriers, Cruisers, Destroyers, and 
Submarines have enhanced observation ranges at 
sea. Each can "see" enemy ships and planes from 
two ocean squares away. Rival Submarine units are 
the only exception to this rule, as their ability to 
travel underwater camouflages them from most 
units’ view (it likewise conceals your Subs from 
your enemies), unless the Submarine is attacking 
the observing unit. Destroyers, Cruisers, AEGIS 
Cruisers, and Helicopters can all spot Submarines if they are adjacent to them. Note that 
Submarines cannot spot rival Submarines! 


COMBAT 


Combat occurs when a unit attempts to enter a map square occupied by a unit or city of 
another civilization — unless the unit is a Diplomat or Spy, in which case it can offer bribes 
to units or conduct a variety of business in cities — or unless the unit is a Caravan or Freight 
unit, in which case it can establish a trade route when it enters a city. Everybody else just 
fights. Battles are immediately resolved. 


Most battles result in the destruction of one army or the other. When more than one 
unit occupies the defender’s square, the unit with the highest defensive strength (as 
determined by comparing the second digit in the units ADM numbers, and making 
allowance for veteran status) defends. If it loses, then all other armies stacked with it are 
destroyed as well. However, stacked units taking advantage of Fortress improvements or 
taking cover in city squares are destroyed one at a time. 


105 


THE EFFECT OF DAMAGE 


Successful attackers which have movement points remaining after combat can continue 
moving — and even continue attacking — normally, if they choose. However, successful 
attackers often sustain damage in each battle. As a unit is damaged, its strength bar gets 
shorter, and eventually changes color. Both the length of the strength bar and the color are 
Significant. When a unit is reduced to approximately two-thirds of its full strength, the 
strength bar changes from green to yellow. When a unit's hit points are reduced to around 
one-third of its full strength, the bar changes from yellow to red. 


Partial Damage 
No Damage 


. — Critical Damage 


Different colored strength bars indicate different levels of hurt. 


In addition to losing strength, damaged units also lose mobility. A unit's damage is factored 
into its movement allowance, so a unit which has sustained damage of 50 percent only has 
70 percent of its movement points. For example, if the damaged unit normally had three 
movement points, damage of 50 percent would reduce its movement to two (even though it 
would still have a green strength bar). There are two important exceptions to this rule: Naval 
units are never reduced below two movement points per turn, and air units do not suffer 
reduced movement at all. 


104 


CALCULATING THE WINNER 


Combat in Civilization II is essentially like a rapid-fire boxing match. Units fight one-on- 
one in rounds, with damage equal to the firepower of the winner being subtracted from the 
hit points of the loser of each round. When one unit loses all its hit points, it is destroyed. 
If the loser is defending a stack of units and they are not inside a Fortress or a city, the 
whole stack is destroyed. 


The important factors in combat are the attack and defense strengths of the 
combatants as well as their hit points and firepower; the presence of veteran units on 
either side; the terrain occupied by the defender; and any defensive improvements in the 
square. In addition to considering all of these factors, combat also includes an element of 
chance. Imagine that sometimes, a unit just gets lucky. We don’t want to drag you through 
lots of heavy arithmetic for each combination of factors, but the calculations for each 
round of combat can be boiled down to a simple comparison. 


The total modified attack and defense factors are combined and the probability of 
either side winning is approximately the ratio of each side’s factor compared to this total. 
For example, if an Elephant (attack factor 4) attacks a Phalanx (defense factor 2), the total 
of the factors is 6 (4 + 2). The Elephant has about a 66 percent chance of winning (4 out 
of 6) and the Phalanx about a 33 percent chance (2 out of 6). 


Both the Elephant and the Phalanx have ten hit points and a firepower of one, so the 
battle goes between ten and nineteen rounds, until one or the other unit is reduced to zero 
hit points. It is possible for one opponent to win every round and take no damage at all, 

and it is possible for the opponents to trade damage for damage until even the 
eventual winner is badly beaten up. Most combats fall somewhere in the middle. 


ADDING IN ADJUSTMENTS 


How do those adjustments for veteran status and terrain and so on work? 
They're added into each factor they affect before the total is determined. For 
instance, if both units are veterans, each gets a 50 percent bonus to attack 
and defense, giving the Elephant an attack factor of 6 (4 + 2) and the Phalanx 
a defense factor of 5 (2 + 1). Of course, modifying each unit's factors also 
changes the total: Instead of 6, it is 9 (the total of each modified factor, 
6 + 5). Now the odds are close to 6 out of 9 for the Elephant and about 3 out 
of 9 for the Phalanx. 


If both are veterans and the Phalanx is behind City Walls (which triples a 
unit's defense factor, making the veteran Phalanx a 9), the odds are about 6 
out of 15 for the Elephant and close to 9 out of 15 for the Phalanx. Though the 
adjustments change the odds of each unit winning a single round, they have no 
affect on the total number of rounds or on the amount of damage inflicted. 


105 


There are a number of special combat situations, which have special rules, 
detailed below. 


AIR BATTLES 


Only Fighters and Stealth Fighters can attack Bomber or Stealth Bomber units. In fact, 
Bombers and Stealth Bombers prevent enemy units (other than Fighters and Stealth 
Fighters) from even entering, much less attacking, the square they occupy. 


When a Fighter or Stealth Fighter attacks a Helicopter unit, the Helicopter's 
disadvantage is represented by reducing its firepower to one and reducing its defense 
factor by 50 percent. 


When a Fighter or Stealth Fighter is stationed in a city that is attacked by a Bomber or 
Stealth Bomber, the defending units scramble, gaining a defense factor four times their 
normal value. However, they gain no additional protection from SAM Missile Batteries 
(because the SAMs don’t want to down their own planes). 


AIR DEFENSE 


When an AEGIS Cruiser is attacked by air units, it gains defense bonuses: The defense 
factor is tripled against plane or Helicopter attacks, and it is increased five times against 
missile attacks. 


City ATTACKS 


A successful ground attack on a city destroys only one defending unit at a time. However, 
each successful attack also reduces the population of the city by one point unless the city 
is protected by City Walls. Population loss does not result from naval or air attack, but is 
caused by a Nuclear strike. 


City DEFENSES 


The City Walls improvement triples the defense strength of units within against all ground 
units except Howitzers, and it protects a city’s population from reduction. The Coastal 
Fortress doubles the defense strength of all units within a city against shore bombardments 
by enemy ships. The SAM Missile Battery doubles the defense strength of all units within the 
city against all air units except Nuclear missiles. See Nuclear Attacks for the scoop on SDI 
Defense improvements. 


106 


FORTRESSES 


Units within a Fortress gain significant advantages. A unit stationed within a Fortress 
doubles its defensive strength, and stacked units are destroyed one at a time. Settlers or 
Engineer units can build Fortresses on any terrain square (except a city square) once your 
civilization has discovered the Construction advance; see Settlers & Engineers for the 
complete scoop. 


NUCLEAR ATTACKS 


Nuclear attacks occur when a Nuclear unit attempts to enter a square occupied by enemy 
units or an enemy city. A Spy unit can make a suicide bomber attack by smuggling a Nuclear 
unit into an enemy city, regardless of the presence of an SDI Defense city improvement. In 
any case, all units in the target square and adjacent squares are destroyed, regardless of 
their cultural allegiance (in other words, both theirs and yours). In addition, a bombed city 
loses half of its population. The defense against most nuclear attacks is the SDI Defense 
city improvement. 


An SDI Defense improvement is like an umbrella that extends three squares from a city 
in any direction. The city and all units and improvements within this radius (including 
Airports, Fortresses, and other city squares) are protected from all effects of a direct 
Nuclear missile attack, other than the suicidal bomber Spy mentioned previously. 


PEARL HARBOR 


When air units or ground units attack ships in port (naval units defend a city against air 
units), the attackers’ firepower is doubled against the defending units and the defender’s 
firepower is reduced to one, to represent the defenders’ vulnerability. Air units also pick 
off city defenders one at a time, except for Nuclear missiles (see Nuclear Attacks, above). 


SHORE BOMBARDMENTS 


Other than Submarines, any naval units with an attack factor greater than zero can attack 
enemy units on adjacent land squares (they are conducting shore bombardments). Cities 
along the coastline are vulnerable to shore bombardments, too. Naval units can defend the 
cities they occupy against attack, though their firepower is reduced to one because of their 
limited maneuverability. 


107 


CARAVANS & FREIGHT 


Caravan units represent shipments of trade goods and materials. Though the icon remains 
a camel, as history progresses, your Caravan units are stand-ins for the continuum of trade 
vehicles from camel caravans to wagon trains. They can be used to establish trade routes 
between cities or to transfer resources for the construction of Wonders of the World. 
Caravans become available once you have achieved the advance of Trade. 


Once your civilization has discovered The Corporation, the Freight unit replaces the Caravan 
unit on the PRODUCTION menu. Freight units have two movement points a turn. They represent 
the modern movement of goods and materials by truck convoys and cargo containers. 


TRADE ROUTES 


A Caravan or Freight unit can establish a trade route by entering any city, even a rival's city. 
Your treasury gains an immediate cash payment for delivery of the first load of goods, and 
your research scientists gain an immediate bonus for cultural exchange of an equal amount 
of science (beakers). The home city of the Caravan or Freight unit gains an increase in the 
trade generated each turn, which represents a continuing economic relationship. A listing 
in the GENERAL INFORMATION window shows the cities with which trade routes have been 
established, and the amount of bonus trade generated every turn. The bonus is added to 
the total amount of trade your city produces, so that indirectly this boosts your research, 
tax, and luxury production in that city. 


Each city can have up to three functioning trade routes, one for each commodity the city 
produces. As each route is established, the commodity traded on that route is enclosed in 
parentheses, to indicate a successful deal. Thereafter, when a Caravan is completed, loads 
of that commodity are no longer available. Food loads are always available. 


The amount of trade generated by a trade route depends greatly on supply and 
demand, and partly on the size of the two cities. Biager cities generate more trade. Trade 
with a city from another civilization is of greater value than trade with friendly cities. The 
farther apart the two cities are, the greater the bonus for trading between them. Trade 
bonuses also increase when the cities are on different continents. If you capture a rival city 
with whom you were previously trading, the trade route remains active. However, the 
amount of trade it generates is reduced, because items which were once exotic imports 
have become domestic commodities. 


Caravans and Freight can enter any city they can reach. They are not hampered by 
movement restrictions like zones of control, but their ADM numbers are low enough that 
they might find it difficult to smuggle goods into an enemy city without being destroyed. 
Caravan and Freight units can take advantage of naval transport to trade overseas (you can 
load them aboard any ship that carries units), and they can disembark into a city directly 
from a ship. 


108 


SUPPLY & DEMAND 


Each city in the game can supply three commodities because of their local abundance. 
Similarly, each demands three other commodities, which are locally in short supply. While a 
Caravan or Freight unit can deliver goods to any city, it gains the largest profits from 
delivering a commodity to a community that demands it. You can check the marketplace 
wisdom by clicking the SurPLv & DEMAND button at the bottom of the TRADE ApvisonR's Report. 
A list of commodities appears. Choose the commodity in which you're interested, then 
Click OK. A second list shows all known cities that supply the item and all known cities that 
demand it. The list is updated to reflect your exploration and contact with other cultures. 


FOOD CARAVANS 


A fourth and always available option for trade goods is food. You can transfer one food per 
turn to another city by sending a load of food from a city with a surplus to a city that needs 
help. A needy city can be on the receiving end of more than one food route. Once a food 
route is established, it cannot be countermanded. It is automatically canceled, however, if 
the sending city runs out of food for its own people. 


BUILDING WONDERS 


A Caravan or Freight unit can contribute shields equal to its construction cost to any 
Wonder of the World you are undertaking. Simply move your Caravan or Freight unit into 
the city in which construction of a Wonder is underway. A dialog box offers you the choice 
of contributing to the construction. If you decide to help build the Wonder, your Caravan 
or Freight unit disappears and its worth is added to the production of the Wonder, speeding 
its completion. If you divert goods to help build a Wonder, they are still available later to 
establish a trade route. 


109 


DIPLOMATS & SPIES 


Diplomats are unique units that can act as ambassadors, envoys, secret agents, and saboteurs. 
They can open contacts with other civilizations and establish embassies to gather information 
about your rivals. They can steal information and otherwise disrupt your rivals. They can 
bribe enemy armies. Stationing Diplomat or Spy units in your own cities reduces the 
effectiveness of enemy Diplomats and Spies. When your civilization obtains the advance 
of Writing, you can build Diplomats. 


Be aware that enemy Diplomats can use all the same 
techniques against your civilization as you use against theirs. 


Once your civilization has developed the Espionage advance, 
the Spy unit replaces the Diplomat unit on the PRobucrioN menu. A 
Spy is superior to a Diplomat in several ways. Her greater 
sophistication and more elaborate training allows her to choose a 
specific technology or target improvement when entering a city 
intent on mischief. In addition, she can travel more rapidly, moving 
up to three squares a turn, regardless of the terrain. A Spy has an 
observation range of two squares in every direction. When a Spy 
successfully completes a mission, she has a chance of escaping 
and returning to the nearest friendly city. The easier the mission, 
the greater the chance that she will escape. For instance, stealing 
a random civilization advance is easier than stealing a specific one. 
Finally, Spies have the unique ability to plant nuclear devices in 
enemy cities, as we'll explain in Entering Enemy Cities. 


BRIBING ENEMY UNITS 


You might convince an enemy unit to defect and join your civilization. Only units of 
civilizations governed by Democracy are completely immune to bribery. 


In game terms, simply move a Diplomat or Spy into a square occupied by a single enemy 
unit (neither Diplomats nor Spies can bribe units that are stacked together). A dialog box 
appears, showing how much gold the unit demands to defect. If the unit is immune to 
bribery, a dialog box will remind you of this condition. 


The farther a unit is from its capital, the less gold is required. If you accept, the gold is 
deducted from your treasury and the army switches sides (becomes your color). The Diplomat 
or Spy survives the discussion regardless of his or her success in negotiating; however, if you 
do not choose to pay the bribe, the enemy unit might attack your negotiator later. Diplomats 
and Spies can bribe naval and air units as long as these are not stacked with other units. 


The nearest friendly city becomes the home city for a newly bribed unit (see 
Unit Roster for information on this point). 


110 


COUNTERESPIONAGE 


Diplomats and Spies stationed in friendly cities have a chance to thwart “steal technology” 
attempts by enemy Diplomats and Spies. Each Diplomat has a 20 percent chance to do so 
per attempt. Spies have a 40 percent chance; veteran Spies have a 60 percent chance of 
catching their fellow envoys. Getting caught ends the interloper’s turn. 


ENTERING ENEMY CITIES 


Diplomats and Spies can slip past enemy armies without pausing to observe zones of control, 
using superior powers of persuasion and/or diplomatic immunity as a shield. Diplomats and 
Spies are also subject to deportation (a special form of “attack”) even from civilizations with 
which they are not at war. Any military unit can “attack” a Diplomat or Spy from a civilization 
with which it is at peace, provided that the envoy is nearer to a city of the military unit’s 
culture than to one of its own cities. The offending envoy is returned to friendly territory. 
Diplomats and Spies can travel overseas in ships as do other ground units. 


Diplomats and Spies are two of only four units that can enter defended enemy cities 
(Caravans and Freight are the other two). A menu listing the tasks a Diplomat or Spy can 
perform appears whenever you send your envoy on an urban mission. If, after you’ve 

looked over your choices, you decide not to take any action, click the CanceL button to 
back out of the menu. Each task is fully explained below. 


INTERNATIONAL INCIDENTS 


Whenever a Diplomat or Spy successfully steals technology, sabotages a city 
improvement, poisons the water supply, or incites a revolt in a city of a 
civilization with whom you have signed a treaty, an international incident 
| almost inevitably occurs. Your victim is likely to treat your treachery as an 
act of war, although a victim with whom you are allied may sometimes 
choose to disregard your act. In addition, if you are governing your 
civilization as a Republic or Democracy, there might be domestic 
repercussions as well. Your government may collapse into Anarchy when the 
scandal reaches the Senate floor. 


Do not confuse international incidents with a Spy's ability to escape 
unharmed after a mission — the two events are completely independent. 
The only times when incidents do not occur are when you are already at war 
with your victim and when the Diplomat or Spy fails in its mission. 


INVESTIGATE CITY 


Your Diplomat or Spy unit gathers information about the rival city’s production and 
development. In game terms, this option shows you the enemy’s City DisPLAv. You can 
examine what armies are defending the city and what improvements have been built there. 
When you exit the City DisPLay, you return to the Mar window. Your Diplomat has been 
eliminated, or your Spy has been charged one-third of a movement point for her efforts. 
There is no possibility that your envoy is detected. Until the end of the turn, you may click 
on the city again at any time to review the knowledge you have gained. 


ESTABLISH EMBASSY 


Your Diplomat or Spy unit establishes official contact with the rival civilization, setting up 
an office in the city to which you sent him or her. If you sent a Diplomat, he stays there to 
head the office, so the icon disappears; if you sent a Spy, she has been charged one-third 
of a movement point for her efforts. There is no possibility of international embarrassment. 
In game terms, you can access information about your rival's type of government, treasury, 
number of armies, the name of its capital city, treaties with other civilizations, diplomatic 
states, and technological advances whenever you look at your FOREIGN MinisrER'S Report 
(see Advisors for the complete scoop). It is only necessary to establish an embassy once 
with any particular civilization. 


STEAL ADVANCE 


Your Diplomat or Spy attempts to steal one civilization advance from a rival civilization. In 
game terms, a Diplomat can only confiscate one advance per city. A Spy can make more 
than one attempt per city, although her chance of capture increases with every additional 
mission. If you send a Spy, she has the option to try the more difficult task of filching a 
specific advance from the list of unique technologies your rival has. 


Even if he succeeds, a Diplomat disappears in the process (his cover is blown). If she 
evades capture, a Spy returns to the closest friendly city, and is promoted to veteran status 
for her work. While veteran status cannot improve her ADM rating of zero defense, it does 
increase her chances of escaping detection on later missions. 


If you have already stolen a civilization advance from this particular city, or if the enemy 
civilization has discovered no technology worth stealing, and your envoy is undetected, a 
Diplomat unit loses its turn but is not destroyed. If the enemy civilization has discovered 
no technology worth stealing, a Spy remains empty-handed. The only way a Spy can fail to 
steal an advance is if she has opted to confiscate a particular technology. 


INDUSTRIAL SABOTAGE 


Carefully maneuvering in the back streets, your envoy manages to infiltrate some critical city 
organization or defense. In game terms, your Diplomat or Spy destroys either whatever item 
the rival city currently has under production, or one of the rival city’s existing 
improvements — the item targeted is a matter of random chance. If you send a Spy, she has 
the option to try the more difficult task of destroying a specific target from the list of existing 
improvements that city has. 


Regardless of his success, a Diplomat is lost in the effort (think mad, suicidal bombers 
if it helps). If your Spy is not captured, she returns to the closest friendly city, and is 
promoted to veteran status for her work. While veteran status cannot improve her ADM 
rating of zero defense, it does increase her chances of escaping detection on later 
missions. The only way a Spy can fail to complete her sabotage is if you have opted to 
destroy a particular improvement. 


If your envoy destroys a critical improvement, it might throw the city into unrest 
(Temple, Cathedral), weaken its defenses (City Walls, Coastal Fortress), or cut its 
production (Factory, Solar Plant). Diplomats and Spies never destroy Wonders of the World. 


INCITE A REVOLT 


Your Diplomat or Spy contacts dissidents within a city and provides the necessary means 
for them to overthrow their current regime. In game terms, for a suitable payment, the city 
revolts and joins your civilization. The amount needed to finance a revolt depends on the 
size of the city and its proximity to the enemy civilization’s capital. If you wish to avoid an 
international incident, you must subvert the city by paying double the listed amount, as the 
dialog box warns. 


Enemy capitals never agree to revolt, and neither do cities in a Democracy. Cities with 
Courthouses cost twice as much to bribe. Cities under Communism tend to remain expensive 
to bribe even when they are situated far from their capital. Also, it costs less to push a city 
already in civil disorder into open revolt than it does to undermine a contented city. 


A Diplomat is lost in a successful revolt (he stays to organize the new government). A 
Spy returns to the closest friendly city if she is not captured, after appointing a new city 
government. A successful Spy is promoted to veteran status. 


If you don’t have enough cash to finance the project, your envoy doesn’t even attempt 
to incite the natives. He or she escapes outside the city if you refuse to pay the cost. 


If the overthrow is successful, all units within one square of the revolting city that 
belong to that rival civilization also revolt and join your regime. All other rival units who 
counted that city as home are disbanded. All existing city improvements except Temples 
and Cathedrals remain intact. 


POISON THE WATER SUPPLY 


Only Spies can attempt to weaken the resistance of a rival city by poisoning the water 
supply. In game terms, a successful attempt reduces the target city’s population by one 
point. If your Spy is successful and undetected, she discards her environment suit and 
returns to the closest friendly city for promotion to veteran status. 


PLANT NUCLEAR DEVICE 


Only Spies can attempt to plant nuclear devices in rival cities. In game terms, this is the 
only way to nuke a city protected by the SDI Defense improvement. This is the most 
difficult mission to accomplish, and the likelihood of capture is high. Furthermore, there is 
the possibility that your Spy will be caught red-handed, causing a major international 
incident. If this happens, every civilization in the world will declare war on you, appalled 
by your atrocity (unless you have a Fundamentalist government). 


SETTLERS & ENGINEERS 


Settlers are groups of your most resourceful and adventurous citizens. As independent 
pioneers, they perform two critical functions for your civilization; they found new cities and 
they serve as civil engineers, improving the terrain for your empire’s benefit. After your 
civilization develops the Explosives advance, the Engineer unit replaces the Settlers unit 
on the PRopucTION menu. These industrial-era citizens have better training and better 
equipment than your basic Settlers unit. Engineers can accomplish all the same tasks as 
Settlers can, and they can perform them twice as quickly. In addition, Engineers have the 
unique ability to Transform formerly unimprovable terrain like Desert, Glacier, and 
Mountains squares. 


Your civilization produces Settlers and Engineers in the same manner as it does any 
other unit, with one caveat. When one of these units is completed, the population of the 
city that produced it is reduced by one point (one citizen on the PoPuLaTION ROSTER), 
representing the emigration of these pioneers. If a city has only one population point when 
it completes the task of building a Settlers or Engineer unit, the city disappears when its 
population is absorbed into the new unit. This is one of the only ways to eliminate a city 
that is in a poor or inconvenient location. 


114 


FOUNDING NEW CITIES & INCREASING EXISTING ONES 


To found a new city, move a Settlers or Engineer unit to the desired location and press the 
BuiLD key, or choose BuiLp New City from the OnpERS menu. The unit disappears as the 
people it represents become the first population point of the new city. 


The App To City order can be used to increase the size of an existing city with less than 
ten population points. Move a Settlers or Engineer unit into an existing city and press the 
BuiLD key or choose App To City from the OngpERS menu. The unit is absorbed into the 
city, adding one point to its population. 


MAKING IMPROVEMENTS 


Settlers, and later Engineers, can make a number of agricultural and industrial 
improvements to your civilization's topography. Each task takes a certain number of turns 
to complete, depending on the terrain being improved. Some improvements can only be 
undertaken after your civilization has acquired certain technologies. Engineers, being 
better trained and equipped, can accomplish tasks twice as fast as Settlers. Engineers are 
also the only units that can Transform terrain. Teamwork makes these units work faster. 
You can combine Settlers and/or Engineers to accomplish tasks more rapidly. For example, 
two Settlers units work twice as rapidly as one, and three can accomplish a task in one- 
third the standard time. One Settlers unit and an Engineer can also accomplish a task in 
one-third the standard time, since the Engineer naturally works faster than the Settlers. 


There is no limit to the number of times your Settlers or Engineers can build new 
improvements on any given terrain square — if the changing needs of your civilization 
demand clearing, irrigation, reforestation, clearing, pollution clean-up (detoxification), and 
reforestation in succession, the land can take it. If an option is grayed out on the ORDERS 
menu, that task cannot be accomplished at this time. Perhaps undertaking another 
improvement will make the desired option available in the future. For instance, a Plains 
square surrounded by Forest has no access to water and cannot be irrigated. You'll need 
to clear at least one of the adjacent Forests (one that shares a side with the target square) 
and irrigate it, before irrigation becomes available to the target square. 


We've extracted all the variations into a table which lists the task, the shortcut key, the 
required advance, if any, and the terrain types which benefit from this improvement. Full 
explanations of each activity appear after the table. 


TASK SHORTCUT REQUIKED TERRAINS THAT BENEFIT 
KEY ADVANCE 

Irrigate (1) — Desert, Grassland, Hills, Plains, River 

Clear (1) — Forest, Jungle, Swamp 

Build Farm (1) Refrigeration Any Irrigated Land Square 

Build Fortress (F) Construction Any Land Square 

Mine M — Desert, Hills, Mountains 

Reforest M — Grassland, Jungle, Plains, Swamp 

Clean up (P) — Any Polluted Land Square 

Build Road (R) — Any Land Square 

Build Railroad (R) Railroad Any Road Square 

Transform (0) Explosives Any Land Square 

Build Airbase (E) Radio Any Land Square 

IRRIGATE 


Depending on the form of government employed by your civilization, irrigation can 
improve the agricultural production of a city’s relatively level terrain. A suitable square can 
be irrigated if it shares one side with a source of water (Ocean square or terrain with a river 
running through it) or another irrigated square (diagonal doesn’t count). Although your city 
square might be irrigated when the city is founded, it does not count as a source of water 
for further irrigation. Sometimes you might find it necessary to irrigate squares to which 
your city has no access, in order to extend irrigation into squares the city uses. When your 
Settlers or Engineer unit is positioned in the appropriate terrain square, choose the BuILD 
IRRIGATION Option on the ORDERS menu or press the (1) key. 


CLEAR 


Clearing terrain improves the movement point cost of dense terrain (although it eliminates 
the defensive bonus), and provides land suitable to further improvement through irrigation 
or reforestation. Sometimes a terrain square might need to be cleared to allow for irrigation 
access, and later reforested to restore valuable resources. When your Settlers or Engineer 
unit is positioned in the appropriate terrain square, choose the CHANGE TO GRASSLAND 
(sometimes CHANGE To PLAINS) option on the ORDERS menu or press the (1) key. 


BUILD FARM 


Planting market gardens and other high-yield farmland is the post-industrial farmer’s task. 
Once your civilization has discovered the Refrigeration advance, Settlers or Engineer units 
can intensify the food output of irrigated land by another 50 percent in cities that build the 
Supermarket improvement. When your Settlers or Engineer unit is positioned in the 
appropriate terrain square, choose the IMPROVE FARMLAND option on the ORDERS menu or 
press the (1) key. 


BuiLD FORTRESS 


Building Fortresses can be essential for defense of terrain that is not a city site. Fortresses 
provide a defensive bonus to rural or frontier units in the same way the City Walls 
improvement benefits urban defensive units (see Combat for the full details). In addition, 
representative governments can station troops in Fortresses that are within three squares 
of a friendly city without incurring a field service penalty (see Happiness & Civil Disorder 
for complete details). Once your tribe has discovered the Construction advance, this 
option becomes available in the ORDERS menu. When your Settlers or Engineer unit is 
positioned in the appropriate terrain square, choose the BuiLp Fortress option or press the 


key. 
MINE 


Mining terrain allows full utilization of the natural resources present. It is especially useful 
in special terrain like Coal and Gold. When your Settlers or Engineer unit is positioned in 
the appropriate terrain square, choose the BuiLp Mine option on the ORDERS menu or press 
the (M) key. 


REFOREST 


Reforestation improves the shield production of most terrain (though it increases the 
movement point cost of open terrain if there is no road or railroad through the square). 
Reforesting Plains and Grassland squares also improves their defensive bonus. When your 
Settlers or Engineer unit is positioned in the appropriate terrain square, choose the CHANGE 
TO Forest option on the ORDERS menu or press the (m) key. 


CLEAN Up POLLUTION 


Detoxifying squares by cleaning up the pollution there restores the full (pre-pollution) 
production capacity to the affected squares. A long-term benefit of clean-up is the reduced 
chance of global warming, which might otherwise occur (see Terrain & Movement for 
details). Both industrial pollution and nuclear contamination can be eliminated by clean-up 
efforts. When your Settlers or Engineer unit is positioned in the appropriate terrain square, 
choose the CLEAN up POLLUTION option on the ORDERS menu or press the (p) key. 


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BUILD ROAD 


Building roads across terrain reduces the movement point cost of that square by one-third, 
provided that the moving unit enters from an adjacent road square. Depending on the form 
of government under which you civilization operates, it can also improve the trade 
production of the square. Roads are the foundations for railroads. When your Settlers or 
Engineer unit is positioned in the appropriate terrain square, choose the BuiLp Roan option 
on the ORDERS menu or press the (R) key. 


BUILD RAILROAD 


Laying track across terrain eliminates the movement point cost of that square providing the 
moving unit enters from an adjacent railroad square. Railroads also increase shield 
production by 50 percent, rounded down. You can only build railroads where you have 
already built roads. When your Settlers or Engineer unit is positioned in the appropriate 
terrain square, choose the BuiLp RaiLROAD option on the ORDERS menu or press the (R) key. 


TRANSFORM 


Modern equipment and engineering techniques allow workers to transform even the most 
inhospitable land into a productive terrain. Once your civilization has discovered the 
Explosives advance, this option becomes available to your Engineer units. When your 
Engineer unit is positioned in the appropriate terrain square, choose the TRANSFORM option 
on the ORDERS menu or press the (o) key. 


BUILD AIRBASE 


Building rural airbases allows your air units more flexibility in their flight plans and enables 
them to patrol a greater area. Once your civilization has discovered the Radio advance, this 
option becomes available on the ORDER menu. When your Settlers or Engineer unit is 
positioned in the appropriate terrain square, choose the BuiLb AIRBASE option or press the 


key. 


Zulu Warrior 


EXPLORERS 


Explorers are non-combat units that can treat all terrain as roads. Their bravery and 
resourcefulness makes them ideal for opening up new continents and discovering the far 
reaches of a landmass quickly. Explorers can ignore enemy units’ zones of control; 
however, for diplomatic purposes (peace treaties and alliances) your rivals consider 
Explorers as dangerous as they do combat units. 


BARBARIANS 


Barbarians are small tribes of raiders that are not part of any opposing civilization. They 
always carry red shields. You can set the likelihood and frequency of barbarian attacks in 
the initial game choices you make. You might encounter them periodically as your 
civilization begins to expand and grow. They sometimes invade from the sea; other times 
they arise suddenly in unsettled parts of any continent. Barbarians might attempt to 
capture or destroy your cities, and pillage your fields and mines. Most barbarian tribes are 
accompanied by a leader. 


Because barbarians can appear along any coast or in any unsettled area, it is important 
to defend your cities with at least one military unit. Barbarians (and rival armies) can walk 
right into an undefended city, capturing it with only minor bloodshed (the captured 
city loses one population point, just as any city taken by force does— see 
Capturing Cities under Cities for the gory details). 


Even if barbarians capture a city or several cities, they do not become a 
rival civilization — that is, they do not join the space race, or negotiate 
treaties, or earn rank in historians’ reckonings. Sea raiders can be fought 
on land or engaged at sea in their ships. Land barbarians arise in areas 

that are outside the radius of a city. As time passes, they appear at 
even farther distances from civilization. Thus, expanding your network 
of cities over a continent eventually removes the threat of land 
barbarians, because the entire area has become more or less civilized 
by your urban presence. 


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RANSOMING BARBARIAN LEADERS 


When you attack and destroy stacked barbarian units, the leader units fall with their troops 
and are also destroyed. However, if a barbarian leader stands alone in a square, and your 
army wins an attack against him, he is captured. His compatriots immediately give you gold 
to ransom him back — the amount they pay is based on the barbarian level you chose in 
game setup. Barbarian leaders who have lost their armies attempt to escape. If not 
captured in a few turns, they disappear. 


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Other cultures share your world in Civilization II. If your attitude is 
expansionist and your home continent is large, you might seek out — 
and find— your rivals early in the game. If you concentrate on 
perfecting your own cities or find yourself limited by a small 
continent, it might be centuries before you encounter other 
players. Whether you opt for peaceful communications or 
aggressive action depends on your style. 


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CONCEPTS OF DIPLOMACY 


Eventually, no matter how isolated your location or how isolationist your policies, you will have contact with 
rival civilizations. Choosing to meet with a rival allows you to explore the intricacies of negotiation. 


Every AI opponent has an attitude that he or she presents to negotiators. Your rivals’ attitudes can range 
from friendly to inimical. You can tell what attitude a leader has by watching the body language of the emissary 
after he or she stops speaking and by observing the titles of the dialog boxes during negotiations. A ruler's 
personality affects his or her attitude. Your rivals' attitudes can change over time, depending on your rank 
in the game, the current balance of power, the gifts you offer them, and your reputation for keeping your 
word in negotiations: Every time you go back on your word, international observers notice and remember. 


Diplomatic negotiations can result in five different states: alliance, peace, cease-fire, neutrality or war. 
A rival might demand money or civilization advances (the reverse is also true — you can demand money or 
civilization advances from rival rulers). In addition, negotiations can include requests to share maps and 
instructions to withdraw trespassing troops. A player might even ask you to declare war on a third party. All 
negotiations progress through a series of screens, each with a variety of pre-set options. 


Establishing embassies in your rivals' cities allows you to increase your negotiating power. By checking 
your FOREIGN MINISTER'S reports, you can see whether, for example, the bellicose Indians have the city base to 
back up their threats, or whether they are just bluffing. You'll have a better idea of when to back down and 
when to press for concessions. 


YOUR RIVAL'S ANTECHAMBERS 


When you meet with an emissary of a rival ruler, the decor 
of his antechamber can tell you much about the relative 
size and type of government employed by the enemy 
civilization. One alcove displays icons relating to the 
military might of your rival, the other icons represent his 
or her knowledge and advancement. Decorative details 
indicate what type of government is in power. 


A herald in the antechambers. 


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CONDUCTING DIPLOMACY WITH 
COMPUTER OPPONENTS 


Diplomacy is conducted face to face with one rival emissary at a time. An opponent can 
contact you any time after units from each of your civilizations have met, and the reverse 
is also true. You can contact an opponent any time after your units have been adjacent to 
his or hers. Just select the SEND Emissary option from the FOREIGN MINISTER'S report in the 
ADVISORS menu. 


In game terms, once you choose the Senp Emissary option, a dialog box opens, offering 
you several responses from which to select your intent. The form of government under 
which your civilization currently operates can influence the choices you have; see 
Governments for the details. 


Establishing embassies with other civilizations can be a very useful preparation for 
negotiations. Your FOREIGN MINISTER collects information from all of your embassies. From 
him you can learn important facts about your opponents, including the personalities of 
their leaders, their diplomatic states with respect to all civilizations with whom they have 
contact, the number and names of their cities, the extent of their technological advances, 
their current research project, and the amount in their treasury. This information is not 
available for civilizations with which you have not established an embassy. 


MOOD AND PERSONALITY 


The tone and result of any negotiations are greatly influenced by the mood of your rival. 
The opposing leader might be antagonistic, obsequious, or somewhere in between. This 
mood depends on the leader's personality and how your two civilizations compare to each 
other and to the rest of the world. You might pick up cues about a rival's mood from the 
body language of the emissary. 


A rival leader's personality might be aggressive, rational or neutral. Aggressive leaders 
are more likely to lean toward war or demand high payments for peace. Rational leaders 
are more likely to offer peace and might only be bluffing when asking for payment. If you 
have broken previous peace agreements with any civilization, your perfidy is remembered 
and influences all rivals' degree of antagonism. 


If you are the largest, most powerful, and richest civilization in the world, all rivals are 
likely to be very demanding or antagonistic. However, if a particular opponent is puny in 
comparison to your might, his or her natural tendency to belligerence might be overridden. 
A civilization threatened with extinction is more interested in survival. 


Leaders with whom you are allied tend to become jealous as your civilization grows 
larger and more powerful; they expect to be appeased with gifts of cash or knowledge. On 
the other hand, allies who leap ahead of you may be generous when asked to share their 
good fortune. 


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REPUTATION 


Your reputation is based not on how peaceful or how warlike you are toward your neighbors, 
but on how often you keep your word. Breaking alliances or treaties can blacken your 
reputation in the international community. Savagely sacking the city of a treaty partner with 
Legions, or breaking a cease-fire to bombard your opponent’s city by Stealth Bomber are 
acts likely to be deplored throughout the known world. The actions of your Diplomats and 
Spies can also damage your standing. Your computer opponents learn from your actions and 
adjust theirs to fit their expectations. If you habitually break treaties, other leaders will have 
no qualms about doing the same to you. It is important to note that the most severe censure 
is reserved for the ringleaders in group actions. If you break your word because you were 
“incited” by another player, the diplomatic penalty is drastically reduced. For example, if you 
have signed a treaty with the Romans, and the Greek emissary asks you to declare war on 
your erstwhile friends, it is a chance for you to break your treaty with the Romans at a much- 
lessened penalty than if you had been the principle figure of treachery. 


Over long periods of time, if you mend your ways by keeping your word to other rulers, 
the black marks on your reputation can be partially erased and your honor somewhat 
redeemed. If you build the Eiffel Tower Wonder, the process of character redemption is 
speeded by a “lump sum” 25 percent shift in your favor, followed by a more rapid recovery 
over time. Only through the effect of the Eiffel Tower can a player who has 
broken his word regain a spotless reputation. 


Finally, your reputation matters on the domestic front, too. When you 
choose to govern your civilization as a Republic or Democracy, your 
Senate pays careful attention to your conduct in foreign affairs. They can, 
for instance, force you to sign a cease-fire or peace agreement. They are 
also vigilant in trying to force you to keep your agreements. If they catch 
you circumventing their oversight by intentionally provoking an enemy (by 
refusing to leave enemy territory during a peace treaty, for instance, or if 
a Diplomat or Spy causes an international incident), your government is 
likely to collapse into Anarchy because of the scandal. 


Julius Caesar 


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THE FIVE DIPLOMATIC STATES 


In Civilization, all negotiations ended with an offer of peace or a declaration of war. In 
Civilization II, however, there are finer gradations of posture, or diplomatic state, than 
just these two options. The relationship between two cultures can be expressed as one of 
five different states: alliance, peace, cease-fire, neutrality, or war. Each has repercussions 
in the movement and position of armies and other units, as well as on the international 
reputation of the participants. A short description of each state follows. 


ALLIANCE 


In an alliance, you and your ally agree to full (or almost full) cooperation against your 
common enemies. This shared purpose and trust manifests in a relaxation of restrictions. 
You can freely enter each others’ territories, ignoring zones of control, although you cannot 
stack your units with those of your ally or actually enter each others’ city spaces. If you have 
convinced a weaker power to ally with you, that ruler will expect occasional awards for his 
or her faithful service. Your ally also expects your military assistance if he or she is attacked. 


Because an alliance involves a great deal of trust and cooperation, it is more difficult 
to cancel than other types of agreement. You cannot simply back-stab an ally by attacking 
him or her, but must first cancel your agreement during diplomatic negotiations. All units 
nearer to one of your former ally’s cities than to one of your own are returned from the 
field to the closest friendly city. The reverse is also true: your former ally’s armies are 
returned to his or her territory at the same time. 


Breaking an alliance, for any reason, is remembered as a major transgression by all of 
the computer-controlled players. If you unilaterally cancel an alliance, your reputation 
suffers a “black mark” that is only very slowly erased by time. To cancel an alliance without 
receiving a black mark, you must maneuver your ally into terminating the agreement for 
you. 


PEACE 


A peace treaty is in theory a permanent arrangement, in which you and your rival agree not 
to attack each other or even enter the other’s territory with military units. In 
Civilization II a ruler’s territory encompasses any space within the radii of his or her 
cities. Units that violate this agreement may be asked to leave — and their failure to do so 
immediately can be considered a treaty violation, even if circumstances (like opposing 
units' zones of control) render the trespassing unit temporarily immobile. 


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Since it is a degree less cooperative than an alliance, there is no barrier that prevents 
you from breaking a peace treaty at any time—other than your concern for your 
reputation. Breaking a peace treaty is a serious matter, and your ruthlessness is long 
remembered by all other cultures, not merely the one you double-crossed. If you wish to 
avoid the black mark on your reputation, you can try taunting the other leader into 
declaring war on you. If he or she falls for the maneuver, you reputation remains spotless, 
though your military preparedness might suffer as your armies absorb his or her first strike. 


Peace treaties are most useful when you want a long period of quiet on a particular 
border, since their recognition of territorial borders keeps enemy units from harassing you 
and fortifying near your cities. By the same token, they impede you from entrenching your 
units in your treaty-partner’s territory. 


CEASE-FIRE 


A cease-fire is an agreement with a former enemy to end a war. Your enemy might agree 
to a cease-fire because he or she wants to make peace, is tired of fighting, or simply wants 
to get some breathing space before attacking you again. Once a cease-fire is signed, your 
former enemy ceases attacking your units and cities for approximately 16 turns. 


Although a cease-fire enjoins you from attacking your former enemy, there are no 
territorial restrictions on where you may move your units — you can remain in your fortified 
positions, even adjacent to enemy cities. Of course, maintaining military units near enemy 
cities is considered a sign of bad faith and will lead to friction in the future. 


Unlike a peace treaty, a cease-fire is only a temporary agreement whose effects dwindle 
with time. Once the cease-fire expires, your civilizations remain in a state of neutrality 
(described below) until some other negotiation or aggression takes place. A cease-fire is 
automatically extended for an additional 16 turns or so whenever tribute is paid by either 
side. A message informs you when a cease-fire you have signed expires. Violating a cease- 
fire is an act of treachery that is remembered internationally, and that blackens 
your reputation. 


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NEUTRALITY 


This state represents not so much an agreement as a wary agreement to disagree — you are 
not openly at war with an enemy, but you have no formal connection, either. The lack of 
binding paperwork means that you can freely start a war at any time simply by attacking an 
enemy unit or city. On the other hand, you might also send an emissary to start negotiating 
a peace treaty or even an alliance with a neutral rival. 


Territory is considered important while cultures maintain a neutral stance, and refusing 
to remove a unit that has entered the opponent's territory might be enough provocation 
for a declaration of war. The expulsion of your Diplomat or Spy from an opponent's territory 
is not in itself a contravention of neutrality. 


WAR 


This diplomatic state represents the likelihood of open hostilities at any point in which your 
units contact your opponent’s units. However, there are times when you might enter or 
remain in a state of war without the exchange of gunfire, as when continents separate your 
main forces from the enemy’s. 


Wars can start for innumerable reasons, ranging from self defense to greed and 
conquest. War might be openly declared after a breakdown in negotiations or in return for 
offenses rendered by ill-placed troops, or it can start with a sudden sneak attack. 
Civilizations at war with yours might drag their neighbors into the conflict, too, by activating 
alliances (paying their allies to assist them in the attack). 


Once you are at war with another civilization, that ruler considers you a hated enemy 
unless and until you sign a cease-fire or other, more permanent, agreement. You must 
make up separately with each opponent (even those allied with a civilization with whom 
you have already negotiated). If, for instance, the Vikings and the Sioux were allies in a war 
against you, you must negotiate one agreement to end hostilities with the Vikings and a 
separate one to placate the Sioux. 


NEGOTIATIONS 


To begin negotiations with another ruler, simply pull down the FOREIGN MINISTER'S report 
from the ApvisoR menu, and click the SEND Emissary button. The options available to you 
depend on your current diplomatic state and the attitude of your rival. If you send too many 
emissaries, a leader can get annoyed and refuse to speak to you. Wait a few turns for his 
or her impatience to wear off, then try again. 


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If you are at war with a rival, he or she 
might make a demand that you must satisfy 
if you wish to progress in your negotiations 
or might even refuse to meet with you. If 
you are in a state of neutrality or better and 
have not exhausted your welcome, you 
progress to the DirLomacy menu. Again, the 
options available to you depend on your 
current diplomatic state. We’ve prepared 
several tables to clarify your choices. The 
table below displays the gist of your 
emissary’s polished phrases, the states in 
which he or she is allowed to offer such 
remarks, and the opponent’s probable 
response. Most results are self explanatory; 
the two which direct you to other menus 
are expanded on below. 


DIPLOMACY MENU 
DIPLOMATIC OPTION 


“Consider this discussion complete.” 


WHEN OFFERED 


always except war 


RESULT 


end conversation 


“Suggest a permanent strategic alliance.” 


peace 


possibly sign alliance, might ask 
for concession 


“Suggest a permanent peace treaty.” 


cease-fire/neutral 


possibly sign peace treaty, might 
ask for concession 


“Request a gift from you, our gracious allies.” 


allied 


possibly receive gift, but possibly 
lower ally’s esteem 


“Demand tribute for our patience.” 


peace/cease-fire 


possibly receive tribute, 


/neutral possibly declare war, possibly 
no reaction 
“Insist that you withdraw your troops.” peace possibly withdraw, possibly 
declare war 
“Cancel this worthless alliance.” allied end alliance, get black mark 


“Have a proposal to make...” 


always except war 


go to PRorposAL menu 


“Wish to offer you a gift...” 


always except war 


go to Girr menu 


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“HAVE A PROPOSAL TO MAKE...” 


Once you have your rival’s ear, you can make a variety of suggestions. Common sense tells 
you that the better an opponent likes you, the more likely he or she is to agree to your 
proposal. Opponents also take your relative standing in the game into account. They are 
more likely to be magnanimous if you are far behind than if you are the pre-eminent power 
in the world. The following table gives the gist of your emissary’s remarks and the rival’s 
likely response. 


PROPOSAL MENU 


COMMENT RESULT 

Never mind Return to DiPLoMACY menu 

Ask to exchange knowledge Possibly exchange advance, possibly receive as a gift or for a fee 
Ask to declare war against an enemy Demand bribe of gold or knowledge to attack an enemy 

Ask to share world maps Possibly exchange maps 


Exchanging Knowledge: Civilizations that are not extremely antagonistic might accept 
an offer to trade civilization advances. They negotiate by requesting a particular 
advance from you. Your options include accepting the deal as offered, vetoing the 
exchange, or offering an alternative advance instead of the one they requested. They, 
in turn, can accept or decline your revised offer. Sometimes an opponent thinks less 
of you for offering lesser alternatives. You may continue trading as many 
technologies as you possess, provided the other party is interested. Occasionally, 
you might be offered an advance as a gift or for a monetary fee. 


Declaring War: Civilizations who see an advantage in changing the balance of power 
might be persuaded to declare war on a mutual enemy. They usually request a cash 
payment for their trouble, but might demand two advances in lieu of gold. 


Exchanging Maps: Civilizations might agree to exchange knowledge of the world in the 
form of accurate maps of territory they have explored. If they accept, the darkness 
is rolled back in your Map window to represent their information. 


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“HAVE A GIFT TO OFFER...” 


Sometimes rivals appreciate a tangible result more than mere flowery words. If you'd like 
to improve an opponent's attitude toward you, you have the option of offering a gift. 
Several categories of persuasion are available: knowledge, money, and troops. 


GIFT MENU 

COMMENT RESULT 

Never mind Return to DiPLOMAcY menu 

Offer knowledge Give knowledge, improve attitude 

Offer money The more money, the better the attitude 
Offer military unit Transfer military unit 


Offer Knowledge: You can agree to offer knowledge to cement a better relationship. 
Your rival suggests an advance they are interested in. You can agree to that choice, 
change your mind about the exchange, or make a counter-offer. Your rival’s opinion 
of you improves with each gift you make. 


Offer Money: You can attempt to offer a gift of cash to placate your rival. A dialog box 
lists your three levels of generosity. If you change your mind, the Never Minp option 
is always available. Your rival's opinion of you always climbs if you give him or 
her gold. 


Offer Military Unit: You can attempt to offer one of your existing military units to 
bolster a friend's army and encourage his or her good opinion. If the leader feels 
your technology is superior, a list of your cities appears. Choose one to see the 
roster of units stationed there. Click on a unit to send. That unit becomes part of 
the other civilization's army, and no longer draws support from your city. 


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As we explained in the Introduction, there are two ways to win 
Civilization II. You can either beat the other civilizations into space by being 
the first to successfully colonize a distant system, or conquer all the other 
civilizations in the game. 


THE SPACE RACE 


The environmental pressures of growing populations in the modern 
world are forcing humans to look into space for resources and room to 
live. The question is not whether humans will travel to the stars, but 
when. The final act of stewardship you can perform for your civilization 
is to ensure that they lead this exodus. 


The history of your civilization ends when either you or 
one of your rivals reaches a nearby star system with 
colonists. If your spaceship is the first to arrive, you 
receive a bonus to your civilization score in recognition 
of this final accomplishment. Regardless of how many 
colonists your spaceship is carrying or how fast it is, if a 

rival makes planetfall first, you receive no bonus. 


No civilization can undertake spaceship component construction until one civilization 
has built the Apollo Program Wonder. Thereafter, the race is on and any civilization that 
has acquired the necessary advances can begin building the parts of a spaceship. 


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Spaceships are in many ways a one-shot deal. Each civilization, including yours, can 
build only one spaceship at a time. Restrictions prevent you from building a second, back- 
up ship once you launch the first. Once launched, ships cannot be recalled or turned 
around. You can construct a second spaceship only if your current ship explodes in space 
or if your capital city is captured while your spaceship is under construction (the 
conquerors burn it on the launch pad). 


SPACESHIPS 


The purpose of your spaceship is to carry as many colonists as possible to another star 
system. At a minimum, it must provide living space for colonists, life support, energy 
sources, propulsion power, and fuel for the engines. Spending more time constructing 
additional components can result in a faster voyage and a higher colonist survival rate. 


Habitat Module 


Your Spaceship 


As each new component is completed, the Sracesuie display appears, showing where 
the component is positioned and updating the statistics and specifications. All spaceships 
have the same characteristics: population, food, energy, mass, fuel, flight time, and 
probability of success. We'll explain each in turn. 


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Structural 
Component 


Fuel Component 


Propulsion 
Component 


POPULATION 


This figure represents the number of pioneers the spaceship is outfitted to carry. The more 
citizens it carries to the new planet, the higher your bonus. 


SUPPORT 


This figure shows what percentage of accommodations on the ship is currently serviced by 
life support: air, nutrient, and waste systems. Pioneers not provided with life support 
cannot survive the voyage. 


ENERGY 


This figure indicates what percentage of the energy required by habitation and life support 
modules is currently being provided. If sufficient energy is not available to power life 
support and habitation, the probability of success will be very low. 


MASS 


All of the components, modules, and structures add to the mass of your spaceship. The 
greater the mass, the more power is required from propulsion parts to move it. 


FUEL 


This figure indicates what percentage of the fuel your propulsion units require is currently 
aboard. If insufficient fuel is provided, the propulsion components aboard cannot work to 
their maximum power and the ship cannot attain its best possible speed. 


FLIGHT TIME 


This calculation indicates the number of years required for your spaceship to reach the 
nearest star, based on the ship's current mass and engine power. Adding more engines and 
fuel reduces flight time. 


PROBABILITY OF SUCCESS 


This figure incorporates all the other data (including the amount of food and energy 
available and the estimated flight time) in an estimate of the approximate percentage of 
colonists who are expected to survive the voyage. The faster the flight, the higher the 
expected survival rate. 


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SPACE SHIP LAUNCH 


To send your spaceship on its voyage, click on the Launch button. You cannot retrieve a 
spaceship once it has been launched. 


CONSTRUCTION 


Your spaceship is such a large undertaking that it cannot be built whole cloth the way 
improvements are built — it is, instead, constructed of parts. There are three types of 
spaceship parts: components, modules, and structures, each of which we describe in detail 
below. You must achieve a new civilization advance to make each type of part available for 
construction. However, the delivery of spaceship parts to your capital city is handled 
automatically as each part is completed. 


Though you can construct parts in any order, and most likely will have multiple parts 
under production simultaneously, all modules and components must eventually be 
connected to structural parts if you want them to function. Unconnected modules or 
components are emphasized to signal that they are not working. Once sufficient structural 
parts have been added to provide supply and support lines, the problem disappears. 


COMPONENTS 


To build spaceship components you must have achieved the technological advance of 
PLASTICS. You can then build components at a cost of 160 shields each. There are two kinds 
of components, propulsion and fuel. As each component is completed, you choose which 
type has been built. 
Propulsion Components: These parts are the engines that provide the power for 
space flight. More engines mean the ship travels faster, reaches its destination 
sooner, and has a higher probability of a successful mission. 


Fuel Components: These parts provide fuel for the propulsion units. In order for the 
propulsion units to perform at maximum levels, you must provide one fuel 
component for each propulsion component. 


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MODULES 


Spaceship modules require the advance of Superconductor and cost 320 shields each to 
build. They exist in three types: habitation, life support, and solar panels. As each module 
is completed, you choose which type it is and add it to your ship. 


Habitation Module: Each habitation module provides living space, community 
services, and recreational facilities for 10,000 colonists. 


Life Support Module: Each life support module provides the food and other 
requirements for the 10,000 colonists carried in one habitation module. Colonists 
carried in a habitation module that doesn’t receive life support have a very low 
probability of surviving. 

Solar Panel Module: Each solar panel module provides enough energy to power two 
of the other types of module. Modules that don’t receive power cannot function 
properly. 


STRUCTURAL SUPPORT 


Structural units require the advance of Space Flight and cost 80 shields each to build. You 
must build sufficient structural units to connect the components and modules together. 
Parts that are not connected do not work and provide no benefit to the ship. 


CONQUERING THE WORLD 


When striving to win this way, aggressiveness helps. Your object is to take over any and all 
rival civilizations. Note that if you vanquish other civilizations early enough in the game, 
some new tribe might develop a Settlers unit and found a civilization using the color 
originally assigned to the vanquished culture. In this way, some civilizations “re-start.” 
Eventually, if you're lucky, you might be able to subjugate the entire world. If at any time 
you control the only settled civilization, you win, and the End Game sequence proclaims 
you the ruler of the world. 


BLOODLUST OPTION 


If you prefer to eschew space exploration altogether, you can choose 
an optional rule at the initial setup of the game that disables the 
spaceship building sequences. Although you can still achieve, 
say, the Space Flight and Plastics advances, the spaceship 

— parts remain grayed out on any menus on which they appear, 
-— ao and you remain planetbound. Thus, your only possible method 
of victory is total world domination. 


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SCORING 


Completing a Civilization II game can take many hours, especially if you are playing at 
one of the tougher levels of competition. There are several ways to get a general idea of 
how you're doing along the way. 


THRONE ROOM 


As your civilization achieves certain 
milestones, some of which are keyed to 
numbers and sizes of cities, attitude of 
population, and civilization advances, 
your citizens spontaneously show 
their approval— first by building and 
subsequently by offering to make additions 
to your THRONE Room. Periodic reports notify 
you of these events. 


Do you have to take the time to direct 
the additions to your throne room? No. If 
you choose to, you can completely ignore it 
with no repercussions. Turn off THRONE 
Room on the GRAPHICS OPTIONS menu, and 
you won't even know it's there. 


However if, like most of us, you enjoy 
making improvements to your seat of 
power, click once to see the schematic A typical throne room 
overlay. The colored elements of the 
overlay represent areas that you can 
change. Each element has four different looks, representing the increasing decorative 
sophistication of your people. Once you have indulged your tastes in interior decor to their 
fullest, your people update the various objects d'art scattered about your chamber. You 
can view the current state of your throne room at any time by selecting the View THRONE 
Room option from the View menu. 


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DEMOGRAPHICS 


This option, available on the WonLp menu, provides a number of real world statistics about 
your civilization's health, growth, economic, and military status. Each measure shows both 
an actual value and your rank among the world’s civilizations. If you have established an 
embassy with the nation that is top-ranked in a particular measure, your rival’s achievement is 
listed along with your own ranking. You can use the DEMOGRAPHICS report to compare your 
performance with that of your rivals and to determine what areas of your civilization need 
the most immediate attention. 


CIVILIZATION SCORE 


If you're the type who prefers the 
concreteness of numbers, choose the 
CIVILIZATION ScorRE option from the WoRLD 
menu for a numerical representation of 
your progress. Civilization II keeps a 
running total of the points you’ve earned 
for population size and various 
achievements. It also keeps track of 
penalties for pollution and other negatives. 
This chart covers basic scoring: 


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CONDITION POINTS SCORED 


Each happy citizen 2 
Each content citizen 1 
Each Wonder of the World that you possess 20 
Each turn of world peace (no wars or combat) 5 
Each futuristic advance 5 
Each map square currently polluted -10 


When you reach the end of the game (in 2020 AD), this total becomes the basis of your 
score. However, the level of barbarian aggression you chose affects the final tally. The 
lowest level of activity (none) results in -50 points, the next higher level -25, and the 
normal level causes no change. Playing at the highest level of barbarian villainy adds 50 
points to your final score. 


The basic scoring goal— a challenging one— is to score 1,000 points or more. Of 
course, there are ways to score even higher, but they involve winning the game before time 
runs out. 


If you conquer the world before the last year of the game (2020 AD), Civilization II 
calculates an alternate score, based on the number of rivals you've squelched and the 
speed with which you moved. You can earn up to 1,000 points for conquered cultures, and 
nearly as much for speed. Civilization II compares this alternate score to your running 
total and awards you the higher point value of the two. 


If you successfully settle the stars, you earn a bonus based on the number of colonists 
to reach Alpha Centauri. This bonus is added to your running total score when you 
complete your mission. 


138 


Civilization II offers a number of options to keep the worlds you civilize 
fresh. Undoubtedly, the most powerful of these is the Map Eprrog. With this 
tool, you can create your own worlds, determine the size and shape of the 
continents, the type and extent of the terrain, and the starting locations of all 
the civilizations in the game. 


You can literally create any world you like. However, it is possible for a 
i custom-drawn map to violate the map conventions that Civilization II needs 
to run a successful game. Therefore, it is important that you, as map designer, 
include a sufficient combination of Plains and Grassland squares for every 
civilization to have at least one potential city site. The world also must have at 
least one ocean and preferably more than one continent. An "illegal" map will 
lower the quality of your game by forcing your computer opponents to play at a 
significant disadvantage — and hence pose a much less interesting challenge. 


To begin using the Map Epitor, double-click the Mar Eprron icon in the Windows program 
group to which you assigned Civilization II. Once you're in the program, you have a 
couple of screens, a tool box, and a few menus that let you create your own worlds. Each 
of these components is described below. 


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YOUR TOOLS 


The main features of the Map EDITOR are the TOOLBAR and three display areas: the Mar, 
WonLp, and Status windows. In brief, the Toorsox holds your terrain type “brushes,” the 
tools you use to place squares into the Mar window. The WonLp window allows you to 
quickly center the Map window around any place on the planet you're creating. The Status 
window shows you the brush you are currently using, its position in the Map window, and 
the dimensions of the map. 


Menu Bar 


ToolBar 


Map Window 


The Map Editor 


THE TOOLBOX 


The Toorsox contains all the basic types of terrain available in Civilization II, plus three 
special icons: River, City, and Special. When you select one of these icons, it becomes your 
brush, and you can then use the brush cursor to place that terrain (or river or city) onto 
the world. When you use the City icon, you can set the starting locations for some or all of 
the game civilizations. 


140 


Special 


City 


River 


World Map 


Status window 


Placing Terrain: Click on the terrain type you want to “load” your brush. Then, hold 
down the key and click anywhere on the map (even atop existing terrain) to 
place that type of terrain square there. To place larger areas, you can choose a 
larger brush size (see below) or drag the cursor while you hold down both the 
key and the left mouse button. 


Placing Rivers: To place rivers onto the map, first click the River icon. Once your brush 
is “loaded,” you can lay rivers in the same way as you do terrain. Note that you can 
also remove rivers by holding down the key and right-clicking on a location. 
You can (Shift}right-click-and-drag to remove a long length of river. 


Placing Starting Locations: To place a city square on the map, click the City icon. 
When your brush has thus been loaded, you can place cities in the same way as you 
do terrain or rivers. AS soon as you place a city, you are prompted to choose which 
civilization will start at that location when the game begins. Civilizations that already 
have starting locations are noted in parentheses. Note that you can remove a city 
by holding down the key and right-clicking on a location, or simply by placing 
that civilization in a different location. If you place starting locations for some 
civilizations but not others, Civilization II will decide where to place the 
unassigned ones. When you load a map you have created (to use in a game), you 
will always have the option to ignore the pre-set city locations and use random 
locations instead. 


Multi-terrain Brushes: You might find it convenient to paint your map with a brush that 
contains more than one type of terrain. To do so, you use the Special brush, which 
operates like the cut-and-paste functions of many applications. First, lay down an 
area of terrain squares on the map that is exactly the size and the types that you 
wish to have fill your brush. Next, select a multi-square brush of the same size as 
this area (multi-square brushes are described below). Click the Special icon on the 
Toorsox. Finally, hold down the key and right-click on the terrain area (you can 
use any existing map section). This “grabs” that terrain and uses it to fill your brush. 
Click anywhere with the brush to place an area of terrain that is an exact copy of 
the area you “grabbed.” 


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MAP WINDOW 


The Map window is the one you'll use the most, the one in which you actually place terrain 
squares. This is where you build your world. Clicking anywhere in this window centers the 
map at the location you clicked (the cursor location). The Mae window can also be sized, 
like most windows; click-and-drag a side or corner of the frame to the dimensions you like. 
A large Mar window is most useful for creating detailed continents. 


To paint using the current brush, hold down the key while you click or 
click-and-drag. 


To remove rivers or cities from squares, hold down the key and right-click. 


If the current cursor location is a basic terrain, without a city or river, you can select 
that type of terrain as your brush without recourse to the TooLBOx. Hold the key and 
right-click on the spot. 


WORLD WINDOW 


This window shows the entire map of your world in miniature. Click anywhere in the WorLD 
window to center the Map window on the spot you clicked. 


STATUS WINDOW 


The Status window is a convenient quick reference. It shows the dimensions of your map, 
the current cursor location, and the current brush. 


THE MENUS 


The Menu Bar (along the top of the screen) provides access to the following menus. Each 
option on each menu is described briefly. 


EDITOR MENU 
This menu contains options for loading and saving maps. 
New Map: This option creates a new, blank map into which you can place terrain. 


Load Map: This option allows you to load a previously created map. This can be a map 
you have made or one from a saved game. 


Save Map: This option allows you save the map you are currently editing. If you have 
not already named it, you will be prompted for a name. 


Save Map As: This option allows you to save the current map under a new name. 


Quit: Choose this option to stop using the Map EDITOR and return to Windows. 


142 


ViEW MENU 


This menu contains options that let you adjust the amount of detail you see and the 
location of your windows. 


Zoom In (7): This option enlarges the view by one level, lessening the amount of the 
world you can see. 


Zoom Out (xj This option constricts the view one level, increasing the amount of area 
you see. 


Max Zoom In ((Ctri) (z): This option zooms the view in to maximum magnification. 
Standard Zoom ((Shift) (z): This option resets the zoom to the default level. 


Medium Zoom Out ((snit) (x): This option sets the zoom at a level roughly midway 
between the default and the maximum. 


Max Zoom Out ((Ctri) (x): This option zooms the view out to see the maximum area. 


Arrange Windows: This option cleans up the desktop, returning the windows to their 
starting configuration. 


Center View (c): This option centers the Mar window on the current cursor location. 


Map MENU 


This menu contains options to get your map started, to check your map when it’s done, 
and to help you recover from mistakes. 


Generate Random Map (r): This option creates a world in the same way as the map 
generator does when you start a new game. You will be asked all the world 
customization questions that Civilization II normally asks. 


Generate Blank Map (B) Choose this option to generate an ocean world, a map filled 
with water, as your blank canvas. 
Set World Shape (ny This option allows you to select a flat or round world, which 


determines whether or not units will be able to cross from the western edge of the 
map to the eastern (think of it as the International Date Line, if you will), and back. 


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Analyze Map (N): This option searches for potential problem areas in your map. This is 
especially useful for avoiding "illegal" maps. 


Undo Last Change (uj This option cancels the last edit you made to your world. 


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BRUSH MENU 


The items in this menu allow you to change the characteristics of the brush you use to 
insert terrain on your map. The brush can be various sizes and shapes, giving you the 
flexibility to quickly and easily create the worlds you want. 


1x1 (F1 } This option sets the size of the brush to a single terrain square. 


3x3 (F2 ): This option gives you a brush that is 5 squares by 5 squares (it looks like a 
3x3 diamond). Selecting a terrain type from the TooLsox to use with this brush 
allows you to create 3x3 blocks of that terrain type. 


5x5 (F3 y This option sets the brush size to 5 squares by 5 squares. 


Cross (F4 }: This option gives you a cross-shaped brush to work with. This brush is the 
same as the 5x3 brush, but with the top, bottom, and side squares (all four corners) 
lopped off. 


City Radius (Fs }: This option allows you to paint with a brush the same shape as a City 
RADIUS. 


TOOLS MENU 
The tools in this menu add some special controls to fine-tune your map building. 


Coastline Protect (p: This option locks all ocean squares into place, allowing no 
changes to oceans until you toggle the option off again. This makes it easy to fill in 
terrain without worrying about overwriting oceans and changing your coastline 
by mistake. 


Warning: If you start a new map (containing only ocean) and you have COASTLINE 
Protect turned on, you will not be able to paint any terrain onto your world. Be sure 
this option is turned off when you start a new map. 


Autoscroll During Paint (A): When turned on, this option causes the Mar window to 
automatically scroll in an attempt to follow your brush (the cursor) as you paint. This 
might slow the program significantly on some computer systems. 


Set Resource Seed (sj The pattern of SPECIAL Resources that is scattered over the map 
is determined (in a manner too complex to describe here) by a number generated 
when the game creates a map. The Map Epitor allows you to set this number and 
see its effects immediately. You do this by simply entering any number you choose 
into this option's dialog box. Click OK to see the effects of your number. 


If you set the value to "1," the pattern of resources will be random. (Note that, even if 


you set a number other than “1,” when you load this map to use in a game, you are still 
given the option of using a random pattern.) 


144 


This section details each of the menus and major screens in the game and the parts 
and options of each. Refer to the body of the manual for the whys and wherefores (all 
we're discussing here is the how-to). The screens are covered alphabetically, for ease 
of reference. 


THE CITY DISPLAY 


You can direct the operation of each city from the City Display. Here, you assign citizens 
to work in the surrounding fields, mines, forests, and fishing grounds. This display 
collects in one place all the critical information concerning the pictured city's status, 
including how many shields it produces; how much food and trade income it is 
generating; what it is producing and how close the item is to completion; the 
happiness of the population; who is defending the city; and what improvements you've 
already built. 


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Title Bar 


Population Roster 
Food Storage Box 


Resource Mag == Resource Bars 


Unit Roster 

Production Box 
General Information 
Roster 


Sapa Dd DEM Him 
Improvement Roster —  — 


Buttons 


The City Display 


You can open the Cirv DispPLay in many ways. 
* Position the cursor over a city in the Mar window, then click on that city. 
e Pull down the KinapoM menu and choose Finp City, then select the city you want. 
* Position the cursor or the current active unit on a city, then press (Enter). 
* Double-click on any city name in the City Status report. 


e Double-click on any city name in the ATTITUDE ADVISOR'S report. 


You can close the City DispPLaY by clicking the Exit button or the E] button in the top 
left-hand corner of the window. If you have the ENTER KEY CLOSES CITY SCREEN option (one of 
the Game Options accessible through the Game menu) enabled, you can just press (Enter). 


Civilization II has a City Disptay that is similar to, but not the same as, those in past 
Civilization games. Those of you familiar with Civilization or CivNet should take the 
time to learn the differences. We’ll discuss each section of the display in turn. 


Two important new features are the Zoom buttons in the top left-hand corner of the 
window frame. You can click on EZ to contract the City DispLay and È$] to expand it again. 


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TITLE BAR 


Along the top of the display is the TrrLE Bar. The name of the city, the current date, the total 
population of this city, and the amount you have in your treasury are noted here. 


POPULATION ROSTER 


Near the top of the display are icons representing the city’s population. Each citizen icon 
in the POPULATION ROSTER represents one population point. (Note that each population point 
represents a different number of citizens as the game progresses; the actual population is 
listed in the TrriE Ban.) In addition to the usual workers, a city can support three different 
types of Specialists. 


Citizen icons can be happy, content, unhappy or 
very unhappy. If the number of unhappy people 
exceeds the number of happy people (with content 
people and Specialists ignored), that city goes into 


Population Roster civil disorder (see Civil Disorder for details). 


SPECIALISTS 


Citizens who are not working in the city radius are Specialists. For an example, click on a 
productive city radius square; the workers there become Entertainers (one citizen in the 
POPULATION ROSTER is replaced by an entertainer icon). Specialists no longer directly 
contribute to the resources a city generates. However, they might be useful in adjusting the 
amount of luxuries, taxes, and research the city generates. Specialists do consume food 
like other citizens. There are three types of Specialists: Entertainers, Scientists, and 
Taxmen. Cities must have a population base of five or more to support Taxmen 
or Scientists. 


Entertainers: Citizens removed from the work force immediately become 
Entertainers. Each Entertainer adds two Luxury icons to the tally in the 
APPORTIONMENT bar. These additional luxuries are added before the effects of 
improvements such as Marketplaces and Banks are calculated. Creating 
Entertainers has the result of creating more luxuries, thus making more 
citizens happy. 


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Taxmen: Click on an Entertainer icon in the POPULATION ROSTER to put him to work as a 
Taxman. Each Taxman adds three Tax icons to the APPORTIONMENT bar (instead of the 
two Luxuries the Entertainer used to generate). No tax collection is made if a city is 


in civil disorder (see Civil Disorder for details). 


Scientists: Click on a Taxman icon to create a Scientist. Each Scientist adds three 
Science icons to the total in the APPORTIONMENT bar (instead of the taxes the Taxman 
used to generate). This additional research is added before the effects of 
improvements such as Libraries and Universities are calculated. As with Taxmen, 


Scientists are only useful if your city is not in civil disorder. 


Click on a Scientist icon to return it to Entertainer status. 


FOOD STORAGE Box 


Any surplus food generated by your city each turn accumulates in this 
box. The capacity of the box expands as the city’s population increases. 
When the box overflows, your city’s population grows by one point, and 
a new citizen is added to the PoPULATION ROSTER. The FOOD STORAGE Box 
empties and begins to fill again the next turn. 


If one of your cities is not producing enough food to feed its 
population, the shortage is subtracted from the reserve in the Foop 
STORAGE Box. If the box is empty and the city still has a food shortfall, 
any Settlers or Engineer units which draw food from its stores are 
disbanded, one per turn, until the shortfall is corrected. If there are no 
settlers or Engineers, or if a shortfall still exists after they are lost, the 
city loses one point of population, each turn to starvation, until an 
equilibrium is reached. 

The Granary improvement has the effect of speeding population 
growth. When a city has a Granary, the Foop SronaaE Box only half 
empties when it overflows and creates more people. The box empties 
only to the granary line. 


148 


Food Storage box 


THE RESOURCE BARS 


The Resource bars compile all the resources generated by the city’s 
workers each turn. Food, shields, and trade goods are collected each 
turn from the City Rapius squares being worked by citizens. The amount 
of any particular resource collected might be modified by the presence 
of a certain improvement in the city, the form of government 
you choose, or by your ownership of a certain Wonder (see 
City Improvements for details). 


FOOD 


The top bar represents the state of the city's food harvest each turn. 
Each population point (citizen icon) in your city consumes two units of 
food each turn. Also, some units consume food as part of their support 
needs. Any surplus or shortfall is noted on the right side of the bar. 
Excess accumulates in the Foop STORAGE Box. 


TRADE 


The center area contains the TraDE bar and the APPORTIONMENT bar. Together, these represent 
the state and disbursal of the city’s trade income each turn. The TRADE bar lists the total 
trade goods produced on the left, including any derived from TRADE routes. Depending on 
your type of government and each city’s distance from your capital, some portion of the 
arrow icons might be lost as corruption; this is noted on the right side of the bar. 


The APPORTIONMENT bar notes how the income from these trade goods is divided into taxes 
(gold), luxuries (goblets), and research funding (beakers). These numbers depend on your 
trade rates (see Kingdom Menu for details) and the assignment of the city’s Specialists. 
The apportionment is figured after the losses to corruption have been subtracted. 


SHIELDS 


The bottom bar represents the state of the city’s production each turn. Depending on the 
form of government under which your civilization operates, some of the shield icons 
generated each turn might be required to maintain units that a city has previously built. 
Support requirements are noted on the left side of the bar. Any production capacity lost to 
waste is noted in the center of the bar. Production is indicated on the right side of the bar 
and accumulates toward what the city is building in the PRopucrioN Box. 


If the city’s industrial capacity is not sufficient to maintain the existing units, the 
shortage is indicated. If your turn ends and there is such a shortage, enough units are 
disbanded to make up the difference, beginning with the ones farthest from the city. 


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RESOURCE MAP 


Immediately below the PoPULATION ROSTER is a detail map showing all of 
the discovered terrain squares within a city’s radius. The city square 
itself is always under production. For each population point (each 
citizen in the roster), you can work one additional square. The 
maximum number of squares a city can work is the number of citizens 
plus one or twenty-one, whichever is smaller. Note that it is possible to 
have more citizens than there are squares to work. 


Depending on the type of terrain in a map square, citizens working 
there can produce food, production shields, and/or trade goods. Most 
squares produce a combination of several resources. Clicking on any 
square under production (except the city square, which remains 
permanently under production) temporarily takes that citizen off work. 
Click on an unoccupied square to put the citizen back to work in a new 
place. You can move people from one square to another however you 


Resource Map 


wish to change the mix of resources the city is harvesting. Citizens removed from work are 


temporarily converted into Specialists. 


When the city population increases, each new citizen is automatically assigned an area 
to develop. You might want to review the map of a city that has just increased in size to be 


certain that workers have been placed as you wish. 


PRODUCTION Box 


Below your Foop STORAGE Box is the PRopucrioN Box. Any production 
(shield icons) generated by your city each turn accumulates in this box. 
The capacity of the Propuction Box changes to reflect the cost of the 
unit, improvement, or Wonder currently under construction. When the 
box is full, the item is complete. The box empties, and the new item is 
ready for use. The item being built is noted at the top. The items 
available for building depend on the advances your civilization 
has achieved. 


When the discovery of a new advance makes available a unit that 
supercedes units currently being built, your production is automatically 
upgraded to the new unit. If you are building a Wonder and another 
civilization completes it before you can, you are reminded that you 
must change production in that location. 


150 


Production Box 


Some Wonders on the PRODUCTION menu might be marked with an asterisk (*) before 
their name. This indicates that the Wonder’s special ability has been made obsolete by 
someone’s discovery (not necessarily yours) of the terminating advance. You may still build 
obsolete Wonders to gain points toward your final score (see Scoring for details). 


CHANGE 


You can use the CHANGE button to switch production to another item at any time before the 
production of the existing item is completed. If you have already accumulated sufficient 
shields to construct the new item, any excess is lost, and the item is immediately 
completed. Otherwise, the accumulated shield icons roll over toward the new item. Note, 
however, that changing the production assignment often results in a significant loss of 
efficiency, which is reflected as a loss of accumulated shields. 


This button changes to Auro Orr if you set the city to automatic production mode. 


Buy 


You can speed the completion of an item by clicking the Buy button. A dialog box shows 
how large a cash outlay the rush job requires (see Rush Jobs for why you might choose 
this option). If you have sufficient funds in your treasury, you are given the option to buy 
the item outright. 


PRODUCTION MENU BUTTON 


These buttons are not in the PRopucrion Box, but rather on the PRODUCTION menu from which 
you choose the next item you wish constructed. 


Auto: This button allows you to hand the city’s production choices off to your advisors 
(you get to choose the Military Advisor, the Domestic Advisor, or both) each option 
causes your cities to be run using a different philosophy). The game automatically 
decides what to build next after each item is completed. To take back the 
responsibility for these decisions, click the Auto Orr button in the PRODUCTION Box. 


Help: The Help button calls up the CiviLoPEDIA entry for whatever item is highlighted. 


Cheat: When the Creat menu is enabled this button allows you to select a unit 
improvement or Wonder from the PRopucTioN menu and build it instantaneously, 
without interrupting your regular production in any way. 


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UNIT ROSTER 


Below the Resource Map is the Unit Roster. This shows all of the units 
that call this city home. The status of each unit (fortified, veteran, or 
whatever) is indicated on the unit’s shield . Food and shield icons below 
these units indicate any resources required by each as support. The 
amount and type of support that units need depends on your 
civilization’s chosen form of government (see Types of Government). 
Additionally, if your civilization operates a Democracy or a Republic, 
armies on foreign duty whose absence is causing unhappiness are 
noted. If the city does not generate enough resources to maintain all of 
the supported units, units left unsupported are disbanded, beginning with those farthest 
from the city. Click on any unit icon for its exact location. The SUPPORTED UNIT INFORMATION 
window that opens also gives you a few useful options: 


Unit Roster 


e No changes 

e Center map on unit 

e Center map on unit and close city screen 
e Order unit to return home 

e Disband Unit 


These are all exactly what they sound like. 


IMPROVEMENT ROSTER 


Below the Unit Roster is a list of all of the existing improvements and Wonders of the World 
in the city. Each entry in the list includes the item’s icon and name. If the improvement is 
one you can sell, there is a gold icon next to the listing. Click on the listing to sell the 
improvement. (You can not sell Wonders.) Improvements are added to the roster as they 
are completed. Any improvements destroyed by disaster or bombardment are removed 
from the list, as are any improvements you sell. Note that Wonders will remain on the roster 
even after their special ability has become obsolete. 


GENERAL INFORMATION Box 


What information is in the box in the bottom center of the City Display depends on what 
you want to see. Three of the buttons in the bottom right-hand corner of the display control 
this area. 


152 


City INFO CHART 


Click the Inro button to view this chart. (This is the default display the first time you open 
the City DispLay.) Every unit currently in the city is represented by its icon. The three-letter 
abbreviation of the name of its home city appears under each unit. You can click on any 
of these units to give it orders. The orders available in the Unit INFORMATION window are: 


Unit Info 


(pin aes ee e eic Pollution Threat 


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"hil a3 p co +A 


Trade Routes 


City Info in the General Information Box 


e No changes 

e Clear orders 

e Sleep / Board next ship 

e Disband 

e Activate Unit 

e Activate Unit and close City Display 


Each does exactly what it sounds like it does. 


Once your civilization has discovered the Trade advance this area lists items in demand, 
and items the city can supply. It also summarizes the income from trade routes if you have 
any. A city can have up to three trade routes in operation at any time. Each destination city 
is listed, along with the commodity traded and the income generated each turn. 


The threat of pollution as a result of the industrial production and smog in the city is 
represented by cautionary triangles marked with skull-and-cross bones. The more of these 
that appear in the GENERAL INFORMATION box, the greater is the likelihood a random terrain 
square within the city radius will become polluted this turn. 


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HAPPINESS CHART 


Click the Harry button to see this chart. The Happiness chart breaks down 
the factors affecting the happiness of a city's population into a series 
of citizen icon representations. Each row encompasses the effects of 
the previous row and adds the results of specific measures. 


The first row shows the natural happiness of a city's population 
before any adjustments. The number of content citizens is determined 
by the difficulty level at which you are playing. 


The second row shows the effect luxuries have in the city, if any. 
Every two units of luxuries make one content person happy or one 
unhappy person content. Note that contented persons are made happy 
before unhappy persons are made content. 


The third row adds in the benefits of city improvements like 
Temples, Cathedrals, and Colosseums. 


The fourth row adds in the effects of martial law and field duty. Any 
units imposing martial law are shown in this row. Under a Republic or 
a Democracy, martial law does not work, and this row instead displays 
any unhappiness generated by having units in the field. 


Happiness Chart in the General 
Information Box 


The fifth row adds in the effects of any Wonders of the World, whether in this city or 
elsewhere, that influence the population's happiness. Additionally, the fifth row reflects 
the attitudes shown in the PoPuLATION ROSTER, since all of the adjustments have been 


factored in. 


FOREIGN SERVICE MAP 


Click the Mar button to see a miniature map of the world. The city 
location is noted on this map, and so are the locations of all of this 
city's units assigned to foreign service. 


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The Menu Bar 


THE BUTTONS 
In the bottom right-hand corner are two arrows and a few buttons. Here’s what each does: 


e The arrow buttons allow you to scroll through your cities one at a time, in 
alphabetical order. These buttons are not active when the City Display pops up 
in response to a report. 


e [mro changes the display in the GENERAL INFORMATION box to the City Info chart. 

e Happy changes the display in the GENERAL INFORMATION box to the Happiness chart. 
e Map changes the display in the GENERAL INFORMATION box to the FOREIGN SERVICE MAP. 
e View shows you a view of the city as seen from the air. 

e RENAME allows you to change the name of the city. 


e Exit closes the City DISPLAY. 


THE MENU BAR 


As is usual in Windows applications, a menu bar spans the top of the Civilization II 
window. There are eight menus: GAME, KinapoM, VIEW, ORDERS, ADVISORS, WORLD, CHEAT, and 
CIVILOPEDIA. You Can open any menu by clicking on its name or by holding and pressing 
whichever letter in the menu name is underlined. Having opened a menu, double-click on 
any option to activate it or use the arrow keys to move the highlight to that option, then 
press (Enter). Most options also have a shortcut key, which is noted next to the option on 
the menu. Even when the menu is not 
open, you can use the shortcut to activate 
an option. Any option which is grayed out is 
currently unavailable. 


GAME 


The options on this menu are what we call “meta-game functions”; that is, they affect the 
game as a whole. 


GAME OPTIONS (cti) (5) 


This option calls up a checklist of other options. Each of these is a toggle; those with 
checked boxes are currently “on,” and those with empty boxes are “off.” Click on an option 
to toggle it on or off. Note that some options, such as TUTORIAL HELP, might affect game 
speed. When you have these options set as you want them, click OK to return to the game. 
If you change your mind and wish to discard your changes, click on CancreL instead. 


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Sound Effects: includes battle noises, message alerts, and construction sounds. If you 
want to hear the audio cues that Civilization II provides, make sure this box 
is checked. 


Always wait at end of turn: guarantees that your turn will not end until you press 
(Enter). If this option is not checked, you need only press to end a turn when 
you have no active units to move. 


Autosave each turn: automatically saves your game every turn and backs it up toa 
save file every four turns. If something dreadful happens and you need to restart 
the game, you can use one of these backup files just as you would any saved game. 


Show enemy moves: makes the progress of any enemy units within observation range 
of your units and cities visible. When this option is not checked, you see only those 
enemy moves which result in combat with your units. 


No pause after enemy moves: normally, Civilization II pauses briefly after each 
enemy unit moves. This gives you time to actually see every enemy move. If you 
turn this option on, there is no pause; enemy units will move as quickly as possible. 


Fast piece slide: increases the speed at which all units move from square to square. 
Checking this option will speed up the game, but might make some unit movements 
difficult to follow. 


Instant advice: when turned on, this option allows your Advisors to provide helpful 
hints whenever they have an opinion to proffer. Otherwise, they'll keep silent until 
you ask for their input. 


Tutorial help: when active, provides even more advice for novice players. 


Move units w/ mouse (cursor arrows): As in the original Civilization, in 
Civilization II you use the keyboard controls (specifically, the numeric keypad) to 
move your units. If you would rather use the mouse-and-keyboard method 
introduced in CivNet, turn this option on. You will then be able to position the 
mouse just to the side (or top or bottom) of the active unit (the cursor will change 
to reflect the fact that you are giving movement orders) and click to have the unit 
move in that direction. The keyboard controls remain active regardless. 


ENTER key closes City screen: when this option is checked, the City DisPLaY closes any 
time you press (Enter. Otherwise, the City DisPLay remains visible at all times once 
opened, unless you click the Exit button to close it. Note that turning this option on 
removes your ability to use (when the viewing cursor is on a city) to open the 
City DISPLAY. 


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GRAPHIC OPTIONS (P) 


This option also opens a checklist of other options. Each is a toggle; those with checked 
boxes are “on,” and those with empty boxes are “off.” Click on an option to toggle it on or 
off. Note that some options, such as City ANIMATIONS, might affect game speed. When you 
have these options set as you want them, click OK to return to the game. If you change 
your mind and wish to discard your changes, click Cancer instead. 


Throne Room: you will not be notified of the spontaneous improvements to your 
THRONE RooM that your citizens offer unless you have this option turned on. 


Diplomacy Screen: when this option is checked, diplomatic discussions take place on 
the full DipLomacy SCREEN, with a portrait, military and technical information, and 
perhaps the animated herald (see the next option). If you turn this off, diplomacy is 
a spartan matter carried on in text boxes. 


Animated Heralds: whenever you make contact with a representative of another 
civilization, the communication will include an animated Herald unless this option 
is turned off. 


City Animations: every time a city completes an improvement, you'll visit that city to 
view the building. Turn this off if you'd rather send an assistant to cut the ribbon at 
the opening ceremonies. 


Town Council: an animated Town Council will convene occasionally to offer you 
advice. If you'd rather not listen to them, turn this option off. You can still ask them 
for advice using the Town CounciL option on the Apvisors menu. 


Large Video Windows: if you are playing on a high-performance system, you might 
want to watch each Wonder of the World video in the LARGE Vipeo window. Check 
this to do so. Otherwise, the video will appear in the standard window. 


City REPORT OPTIONS 


This option also opens a checklist of other options. Each toggles reporting of an aspect of 
city information. Those with checked boxes are “on,” and those with empty boxes are "off." 
Click on an option to toggle it on or off. Note that some options might affect game speed. 
When you have these options set as you want them, click OK to return to the game. If you 
change your mind and wish to discard your changes, click Cancer instead. 


Warn when city growth halted (Aqueduct/Sewer System): when one of your cities 
reaches the maximum population that its current infrastructure can support, you 
will receive a warning of the situation only if this option is checked. 


Show city improvements built: when on, this notifies you of the completion of any 
improvement to a city. This is especially useful when you have a city in automatic 
production mode. 


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Show non-combat units built: if on, this notifies you when a city has completed 
production of a non-combatant unit (a Diplomat, for instance). This is especially 
useful when you have a city in automatic production mode. 


Show invalid build instructions: if you assign a production order to a city that is not 
valid (building a Wonder of the World that another city has already completed, 
for example) you will not receive notification of the problem unless this option is 
turned on. This is especially helpful when you have cities set in automatic 
production mode. 


Announce cities in disorder: when this is on, you will be notified of any city that goes 
into civil disorder. 


Announce order restored in city: if this is checked, you will be notified when any city 
in disorder has been calmed. 


Announce “We Love The King Day”: if the citizens of a city are particularly happy with 
your rule, they have a celebration in your honor. You won’t know about it unless this 
option is turned on. 


Warn when food dangerously low: cities running at a harvest deficit can quickly 
deplete their stores of food. You will be warned of the impending starvation of your 
people only if this option is checked. 


Warn when new pollution occurs: industrial civilizations often produce waste 
products that are unfriendly to the environment. News of ecological damage will 
only reach your ears if this option is turned on. 


Warn when changing production will cost shields: changing the production 
assignment of a city when it has not completed its previous assignment often results 
in a substantial loss of production efficiency and accumulated shields. Unless this 
option is checked, you will not be notified or have the option to verify your orders 
when this is the case; you will simply have the penalty deducted. 


SAVE GAME 

Use this option to save your game. Civilization II suggests a name for the save file, but 
you can type in any name you like (as long as it is eight characters or less). The default 
extension for saved games is .sav. The only limit on the number of saved games you can 
have is the capacity of your hard disk. 


LOAD GAME 


Use this option to load a game saved previously (including autosaved games). Select one 
of the files listed in the window, then click OK. 


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RETIRE B 


Retiring is one way of ending your game. When you retire, the game shows you how your 
civilization did in comparison to the others (which it does not do if you simply quit). The 
closing displays are exactly the same as if the game had come to a conclusion on its own. 
First, of course, you must confirm that you want to retire. 


QUIT Ea] (x) 


Choose this option if you just want to exit the game without all the closing displays. You 
have a chance to confirm or cancel quitting. 


KINGDOM 


This menu includes options that affect not just one city, but your entire civilization. 


TAX RATE 


Choose this option to adjust the proportion 
Is Srn Disp piles laa iia of taxes (gold icons) to science (beaker 
icons) to luxuries (goblet icons) that each 
city generates each turn. As the percentage 
of any one of these increases, the 
percentage of one or both of the others 
must decrease. 


View THRONE ROOM 


As you progress through the game, your 
achievements and skill in management are 
acknowledged periodically by your people. 
The citizens express their favor by 
spontaneously adding to the grandeur of 
your THRONE Room, which is located in your 
PaLACE, which is in your capital city. (If you 
want to, you can relocate your THRONE Room 
and capital by constructing a new PALACE in 
any city you control.) This option allows you 
to take a look at the status of the chamber 
from which you rule. 


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FIND CITY 


Select this to choose from a list of all your cities. The Mar window will center on the city 
you pick. 


REVOLUTION (R) 


Choose this option when you want to switch forms of government. You must have acquired 
specific technological advances to choose a type of government other than Despotism. 
Usually, a revolution brings on a period of Anarchy. This can last for several turns. 
Eventually, you'll receive notification that your citizens are ready to choose a new type of 
government. All the options available to you are listed. Click on your choice. 


Note that once the period of Anarchy ends and you have chosen a new government, 
you can use this option for the rest of that turn to freely switch your form of government 
without provoking further Anarchy. 


VIEW 


This menu includes options that affect the views in the various game windows. 


MOVE PIECES 


Use this option to switch the Map window from View Pieces mode into Move Piece mode. The 
current active unit will be centered in the Mar window, blinking. 


ViEW PIECES 


Use this option to switch the MAP window from Move Piece mode into View Pieces mode. The 
terrain cursor unit will be centered in the Map window, blinking. You can use the keys on 
the numeric keypad to move this cursor just as you would a unit. 


ZOOM IN 


This option incrementally increases the size of the map squares shown in the current Map 
window. This option functions in the same way as the E button in the upper left-hand 
corner of each window. 


ZOOM OUT 


This incrementally decreases the size of the map squares shown in the current Map window. 
This option functions in the same way as the El button in the upper left-hand corner of 
each window. 


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Max ZOOM IN 


This option automatically zooms in to the maximum size map square in the current 
Map window. 


STANDARD ZOOM 


This option resets the square size in the current Mar window to the default size. 


MEDIUM ZOOM OUT 


This option zooms to a medium size map square in the current Map window, a size that we 
have found useful. 


MAX ZOOM OUT 


This option automatically zooms out to the minimum size map square in the current Map 
window, showing the entire known world. 


SHOW MAP GRID 


Select this to superimpose a grid on the map in the Map window. This can help novice 
players become familiar with the isometric movement system used in Civilization II. 


ARRANGE WINDOWS 


This option returns the screen to its original configuration. Only the Map window, the Status 
window, and the WorLD window remain open. 


SHOW HIDDEN TERRAIN 


Use this to temporarily remove the improvement graphics from all terrain, so that you can 
clearly view the terrain underneath. 


CENTER VIEW 


This option automatically centers the current Mar window on the current active unit. If there 
is no current active unit, nothing happens. 


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ORDERS 


This menu lists the orders you can give the current active unit. Note that orders that are 
not appropriate for the active unit, or not currently available, are grayed out (or not listed). 
Some options have different results (and different text) depending on what type of terrain 
the unit is standing on. 


BUILD NEW CITY/JOIN CITY 


This option tells a Settlers or Engineer unit to create a new city where it stands. If the unit 
stands in an existing city with fewer than eight population points, the option reads Join City 
instead, and the unit adds itself to the city as a population point. 


BUILD ROAD/RAILROAD (A) 


This option tells a Settlers or Engineer unit to build roads across the square in which it 
stands. If you have discovered the Railroads advance, the option might read BuiLD RAILROAD. 
In this case, your unit can improve existing roads to railroads. 


BUILD IRRIGATION/CHANGE TO... (T) 


Use this option to order a Settlers or Engineer unit to irrigate the square in which it stands. 
If the introduction of agriculture requires or will cause the square to change type, the option 
will read CHANGE TO instead, followed by the type of terrain that will result. For example, if 
your unit is on a Forest square, the option might read CHANGE TO PLAINS. These alternate 
orders tell the unit to enact the change. Note that this change does not include irrigation; 
you can only do that once the terrain is suitable. For details on which terrain types can be 
transformed to which others, please refer to the Poster. If your unit stands in a square that 
will not benefit from irrigation, the option will be grayed out. 


BUILD MINES/CHANGE TO... (M) 


Use this option to order a Settlers or Engineer unit to mine the square in which it stands. If 
the introduction of mining requires or will cause the square to change its type, the option will 
read CHANGE TO instead, followed by the type of terrain that will result. For example, if your 
unit is on a Grassland square, the option reads CHANGE TO Forest. These alternate orders tell 
the unit to enact the change. Note that this change is in place of the mining. For details on 
which terrain types can be transformed to which others, please refer to the Poster. If your 
unit stands in a square that will not benefit from mining, the option will be grayed out. 


162 


TRANSFORM TO... (9) 


This option tells an Engineer unit to drastically change the terrain type of the square in 
which it stands. For example, if your unit stands in a Mountains square, the option reads 
TRANSFORM TO HILLS, and it orders the unit to do exactly that. For details on which terrain 
types can be transformed to which others, please refer to the Poster. 


BUILD AIRBASE 


This orders a Settlers or Engineer unit to build a military Airbase (not an airport) in the 
square it occupies. Once it is built, your air units can land for fuel and repairs at 
the Airbase. 


BUILD FORTRESS 


This orders a Settlers or Engineer unit to build defensive fortifications in the square it 
occupies. Once it is built, your units can occupy the Fortress to enhance their defensive 
capabilities. 


CLEAN UP POLLUTION (P) 


Use this option to order a Settlers or Engineer unit to detoxify a polluted square. 


PILLAGE (P) 


This option tells a unit to wreak havoc on the square it occupies, which could mean 
collapsing mines, destroying irrigation, ripping up roads, or other destruction. 


UNLOAD 


Give this order to a ship to activate all its passenger units, allowing them to move ashore or 
onto another ship. The ship must be adjacent to a land square, a city square, or another 
friendly ship. You can also click on the ship to bring up a box showing all of the shipboard 
units, then click on each one that you want to unload. 


Go To @ 


This option allows you to send a unit directly to one of your cities. Select a city from the 
list (only those which the unit can reach on its own will be listed), and the unit will go there 
without further orders. (Note: the original function of this order, sending a unit to a 
destination square, is now a mouse function. Click-and-hold on the square to which you 
want the current active unit to go until the mouse cursor changes to a “GoTo” arrow, and 
the unit proceeds to the selected square without further orders.) 


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PARADROP (P) 


This movement order is available only to Paratrooper units currently located in an Airbase 
or a city with an Airport. Choose any unoccupied square no more than ten squares distant 
from the unit's current location. The unit will move immediately to that square. This order 
uses all but one of the Paratrooper's movement points for that turn. 


AIRLIFT 


Use this order to move a unit that has not yet moved this turn from any of your cities served 
by an Airport to any other (friendly) city with an Airport. This travel uses all of the unit’s 
movement points for that turn. Only one unit may be airlifted from or into each city 
per turn. 


SET HOME CITY 


Use this option to reassign a unit to a specific city for support. In order to be reassigned a 
unit must be in a city other than the one it currently calls home. If the unit is not in a city, 
this order causes the unit to move directly to the nearest city under your control. 


FORTIFY 


Select this option to order a military unit to dig in and fortify itself in the square in 
which it stands. This enhances the defensive capabilities of the unit for as long as it 
remains fortified. 


SLEEP 


When you order a unit to sleep, that unit is assigned the task of remaining in the square it 
occupies. The unit maintains this posture until you wake it (activate it) or an enemy unit 
approaches an adjacent square. You can click on a sleeping unit and give the ACTIVATE UNIT 
order at any time to wake it and return it to active status. Units boarding a ship to 
undertake naval transport automatically assume sleeping status when they ship out. 


DISBAND (D) 


This order allows you to dismiss a unit from active duty. The unit disappears completely 
and irrevocably, so be careful when invoking this option. If you disband a unit in a city 
square, one half of the units construction cost is immediately added to the PRopucrioN Box 
in that city. This represents the redistribution of support and retraining of soldiers. 


ACTIVATE UNIT 


This orders the unit at the cursor location to become active. If there is more than one unit 
in that square, you can select which unit you want to activate. 


164 


WAIT 


Use this to order the current active unit to wait for orders until you have given every other 
active unit something to do. Note that if you give another unit the Warr order, that unit will 
get in line behind the first unit you ordered to wait, and so forth. 


Skip TURN 


Use this order to pass over a unit for a turn. The unit takes no action, but will repair itself 
somewhat if it has been damaged. 


ADVISORS 


These options all provide reports on the overall picture of your civilization’s strengths 
and progress. 


TOWN COUNCIL 


The Town CounciL is a video-animated meeting of all your advisors. In it, you can ask one 
or all of them for advice on your current situation. 


City STATUS 


This report lists vital statistics for all the cities in your empire, in the order in which they 
were founded. This information includes how many of each resource type (food, 
production, and trade) each is collecting, what each city is building, and how close it is to 
finishing that assignment. You can double-click on any of the listed names to open the City 
DisPLAY for that city. 


DEFENSE MINISTER 


The DEFENSE MINISTER reports on your military assets. This includes information on every one 
of your existing units, plus statistics on past performance in battle and casualties to date. 


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FOREIGN MINISTER 


This report is a summary of everything you know about the other civilizations with whom 
you have made contact. This report includes thumbnail sketches of each (the name and 
title of the leader, your current diplomatic status with them, and their leader’s current 
attitude toward you). If you have an embassy with a civilization, you also find out how 


much gold they have in their treasury. 


You can double-click on any of the leaders (or the Senp Emissary button) to begin 


negotiations with that ruler immediately. 


If you have established an embassy with a particular civilization, clicking CHECK 
INTELLIGENCE opens the INTELLIGENCE REPORT, which gives you further details, including a 
complete list of their cities and notice of which Wonders (if any) they are attempting 


to build. 


ATTITUDE ADVISOR 


This advisor summarizes the relative 
happiness of your citizens. For each city, 
this report details the base status of its 
population (happy, content, unhappy, and 
specialist citizens) and the effects of any 
influences (Temple improvements, for 
example) which, directly or indirectly, 
modify the happiness of the people. If any 
city is about to go into civil disorder (next 
turn) or will remain in civil disorder unless 
you do something, that city will be clearly 
marked. Double-click on any of the listed 
city names to open the City DisPLayY for 
that burg. 


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Attitude Advisor Report 


TRADE ADVISOR 


Your Trade Advisor reports on the percentages of trade you have earmarked for luxuries, 


tax revenue, and scientific research funding in each city. In 
addition, this report covers those improvements to your cities 
which require maintenance payments. Comparing your total 
tax revenue (income) with your maintenance cost total 
(expenses), you can see whether the treasury of your 
civilization is increasing each turn, shrinking, or remaining the 
same. If your treasury is shrinking, this might be a good time 
to increase taxes or adjust individual cities to produce higher 
revenue. In an emergency, you might wish to sell an 
improvement to raise cash. In addition, your trade Advisor 
keeps tabs on the market for every trade cargo in the game. 
Click the SurPLY AND DEMAND button to see a list of 
Commodities. Click on the commodity in which you are 
interested, to see a list of cities interested in that cargo. The 
OK button lets you choose another cargo and the CANCEL 
button returns you to the TRADE Apvisons Report. 


SCIENCE ADVISOR (F6) 


Your Science Advisor keeps a record of the advances your 
civilization has already achieved and the progress of your 
Scientists toward the next advance. (Advances that your 
civilization was the first to learn appear in white type.) 


Click the Goal button to see the entire list of advances and help options that 


are available. 


Note that it is possible to continue making advances beyond the list that defines 
civilization up to the end of the twentieth century. These continuing advances are called 
FUTURE TECH, and each one you acquire adds to your civilization score. 


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WORLD 


This menu allows you to view statistics comparing the progress of the world’s civilizations. 


WONDERS OF THE WORLD 


This option shows the icon for each Wonder that has been built and identifies both its 
location and the culture that (currently) owns it. If a Wonder was built but has since been 
destroyed, that fact is also noted. 


Tor 5 CITIES 

This option brings up important statistics 
about the top five cities in the world, 
including their population size and citizens’ 
attitudes, the culture to which they belong, 
and any Wonders present. City rank is 
determined on the basis of the number of 
happy citizens, content citizens, and j ) h L 
Wonders of the World there. This list might } Bap ltt Lol 
even contain information on places you p apa A ETE 
didn't know existed (your civilization has yet APA A E "TF — 
to discover them). 


CIVILIZATION SCORE 


Use this option to find out your score so far. ¿qu Dur a 
This is based on the total number of ES ai 
citizens in your entire civilization, Wonders 
you have built, bonuses for various 
measures like world peace, and similar 
penalties for negatives like pollution. If you 
have enabled Cheat Mode during your 
game it is noted in your score. 


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Top 5 Cities 


DEMOGRAPHICS 


This option shows you a list of demographic statistics and the ranking of your civilization 
for each measure mentioned. If you have diplomatic relations with civilizations whose rank 
in a particular category is higher than yours, that culture's statistics are listed as well. 


168 


Apollo Program 


SPACESHIPS 


When you contact your space advisors, they report the progress 
of any spaceship under construction. Select from the menu the 
civilization whose spaceship you wish to examine. Your 
advisors present a picture of the construction accomplished to 
date and their assessment of what the craft can carry, its 
estimated flight time, and its probability of success. 


The space race begins once the Apollo Program Wonder of the 
World has been constructed. Thereafter, any civilization that has 
the required technologies can begin building parts of a spaceship. 


Once the space race begins, it is important to maintain a 
watch on the spaceships of your rivals. You need to assess 
when they are likely to launch so that you can plan the size of 
your own ship and its launch date. If you conclude that your 
ship construction is too far behind to catch up, it might be 
necessary to mount a military campaign to capture the enemy 
capital. Capturing an enemy capital destroys a spaceship, 
whether it is under construction or already launched. 


CHEAT 


This menu contains options designed as crutches for those of you too loathsome and 
pathetic to be able to win on your own. No, seriously, these are aimed at novice players 
who might want (or need) a head start, so that they can “jump the learning curve” and 
enjoy some of the more advanced portions of Civilization II. More experienced players 
might want to use these to cut out some aspect of the game that they find less than fun, 
so as to enjoy the rest that much more. Whatever your reasons for cheating, remember 
that using this menu goes on your permanent record. 


TOGGLE CHEAT MODE 


Use this to toggle Cheat Mope on and off. You cannot use any of the other options on this 
menu unless this one has been enabled. Once you use this option, even if you never 
actually use any of the other cheat options, the fact that you have cheated is noted 
permanently on your civilization score. 


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CREATE UNIT 

This option creates a new unit at the current cursor location. You can generate any type of 
unit that you can currently build, or use the buttons at the bottom of the window to select 
from lists of Obsolete or Advanced units. Other buttons determine whether or not the 
created unit is a veteran and which civilization has control of that unit. 


REVEAL Map 


Use this to view the map of any civilization (what they have discovered to date), or to have 
the entire world revealed to you. 


SET HUMAN PLAYER 


This option allows you to abandon your rule and take control of whichever civilization you 
would prefer to run. You can also abdicate completely and watch the game play against itself. 


SET GAME YEAR 

Use this to turn the calendar forward or back to whatever game year you like. You will be 
prompted to enter a number of “Turns Elapsed.” This is the game’s way of expressing 
years. There are several different time scales for years versus turns, depending on the 
difficulty level and how far the game has progressed. It might help to know that there are 
550 turns in a Chieftain level game, 500 in Prince level, 450 at King level, and 400 at both 
the Emperor and Deity levels. After these turns, there is always a grace period of twenty 
years between the last turn (2000 A.D.) and the end of the game (2020 A.D.). Nothing but 
the year (neither your civilization nor any of your opponent's) will be affected. 


KILL CIVILIZATION 


You can completely eliminate any civilization, including your own, with this option. 


TECHNOLOGY ADVANCE 


This option allows you to immediately confer on any civilization (including your own, of 
course) whatever advance they are currently researching. 


DISCOVER ALL TECHNOLOGIES 

This option is a double-edged sword. The first time you use it on any civilization, it confers 
knowledge of every possible advance (excepting only Future Tech). If, however, you use it 
on the same civilization twice, the second application takes away every advance, even 
those discovered honestly. 


170 


FORCE GOVERNMENT 


Use this to change the government of any civilization to the type you wish it to be, whether 
or not that form of government has been discovered. 


CHANGE TERRAIN AT CURSOR 


This option gives you the ability to instantly determine the improvements made to the 
square that is the current cursor location. You can add or remove any improvements 
appropriate to the type of terrain. 


Destroy ALL UNITS AT CURSOR (D) 


This quite simple destroys any units at the current cursor location. 


CHANGE MONEY 


Use this to specify the amount of funds in the treasury of any civilization. 


SAVE AS SCENARIO 


This allows you to save the current game situation as a scenario file. 


CIVILOPEDIA 


The CiviLorEpiA is an on-line encyclopedia of Civilization II. The entries under each topic 
appear alphabetically, and each includes detailed information about the item, its historical 
importance, and its significance in the game. 


CIVILIZATION ADVANCES 


This option focuses on the advances. The CiviLoPEDIA entry describing each advance 
automatically appears when you acquire that advance. 


CITY IMPROVEMENTS 


This option culls the list to include only the structures you can build in a city to improve 
its working. 


WONDERS OF THE WORLD 


To narrow your choices down to information about the various Wonders, use 
this option. 


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MILITARY UNITS 


The title of this topic might be slightly misleading, as Civilization II considers all units to 
be military, even Diplomats, Caravans, and Settlers. 


GOVERNMENTS 
If you want information on the various forms of government, this is the place. 


TERRAIN TYPES 


This option provides the entries for each type of terrain square and special resource that 
exists in Civilization II. 


GAME CONCEPTS 


This option includes all the information not covered under any of the other focused topic 
lists, including things like Pollution, Disbanding, and Fortresses. 


SEARCH CIVILOPEDIA 


This option lets you choose from every topic in the CiviLoPEDIA (for those times when you're 
not sure what type of item you’re looking for). 


172 


Population 
Date 
Treasury 
Tax Rate 


Unit Type 


Terrain 


THE STATUS WINDOW 


Research 
Indicator 


Map 
Window 
Mode 
Movement 
Home City 


Nationality 


The Status window 


The information displayed in this window helps 
you keep abreast of the status of your 
civilization and your turn. Note that you can 
click anywhere in this window to toggle the Map 
window between View Pieces mode and Move 
Pieces mode. 


WORLD PEACE BAR 


At the top of this window is a bar indicating the 
accumulated turns of world peace. World peace 
is a situation in which no civilizations are at war. 
Each turn of peace adds to your civilization 
score. (This bar might not become visible for 
quite a while, if ever.) 


SUMMARY BOX 


Below the peace bar is a quick reference box 
summarizing data you'll find useful during 
the game. 


POPULATION 


This figure reports the current size of your 
civilization’s population. 


DATE 


The date is reported in years B.C. or A.D. A 
normal game begins in 4000 B.C. Each turn 
represents the passing of a period of years. 
Depending on the current date, turns might be 
1 year, 2, 5, 10, 20, 25, or 50 years long. 


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TREASURY 


This figure reports the amount of gold currently in your treasury. If it increases each turn, 
you've got a surplus; if it decreases each turn, you're operating at a deficit. 


TRADE BALANCE 


The figures that appear here represent the percentages you've set for the spending of your 
trade income. They are, in order: taxes, luxuries, and research. (Note: multiply the number 
shown by 10 to get the actual percentage.) Each of these three by-products of trade has its 
benefits. As time passes and cities grow, you might have to adjust the trade rates to 
provide a minimum amount of taxes and science research while providing more luxuries 
to keep the population sufficiently happy. To adjust trade rates, pull down the Kinapom 
menu and select the Tax Rate option. 


SCIENTIFIC RESEARCH 


The research indicator is a graphic representation of your progress toward the next 
advance. The beaker notes your progress, and it changes as you get closer to your current 
research goal. Once the new discovery is reported and your scientists are sent off to study 
something else, this indicator is reset. 


ENVIRONMENT 


If there is any danger of global warming, the environment indicator graphically represents 
the extent of this risk. With the first case of pollution, the sun icon appears, at its lowest 
setting. If pollution continues, the sun changes to indicate the "progress" of pollution. If 
pollution is not brought under control when the indicator is at its highest, the planet suffers 
a bout of global warming, then the indicator reverts to a setting that reflects the 
new equilibrium. 


Pollution and environmental problems can also be caused by nuclear reactor 
meltdowns and fallout from nuclear weapons. For more information on pollution and 
global warming, see Planetary Caretaking. 


174 


ACTIVE UNIT/LOCATION Box 


Below the Summary Box is an area dedicated to information on the current cursor location. 
This is normally the current active unit, but might also be a terrain square you have 
selected. Note that for the purposes of this information box, cities are ignored. The 
following information is included, not necessarily in this order. 


MODE 
Whether the Map window is in View Pieces or Move Pieces mode is noted. 


ICONS 


If there are any units at the current location, each will be represented by its icon. These icons 
are complete with the colored shield denoting nationality and the bar showing damage status. 


NATIONALITY 


If there are any rival units at the current location or if you are viewing a unit, rather than a 
terrain square, the name of the civilization to which each unit belongs is displayed. 


HOME CITY 


If there are any of your units at the current location, the name of the city from which each 
unit derives support is displayed. This is normally the city where the unit was built. You can 
transfer a unit to another city by moving it there and using the Ser Home City order. This 
can be useful when one of your cities is threatened with capture, since all units supported 
by a captured city are destroyed. 


UNIT TYPE 


If there are any units at the current location, the type of each unit is displayed. For your 
units, the box also tells you whether or not it is a veteran unit. 


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MOVEMENT 


If there are any of your units at the location, the number of movement points the active 
unit has remaining are noted. (If you are finished moving a unit, but it still has movement 
left, use the Skip TURN order to end that unit's movement for the turn.) 


Note that points are shown as fractions when the unit is moving along a road (roads 
triple movement, making fractional movement points necessary). The fraction indicates the 
lowered attack strength as well as the use of movement points. For example, a unit that 
begins with 1 movement point and moves one square along a road would show 2/5 
movement points remaining, which also equates to 2/5 attack strength. 


Also remember that units beginning on a square containing a railroad and moving along 
the railroad spend no movement points until they leave the railroad. 


TERRAIN 


This is the terrain type of the square. This terrain report disregards the presence of a city, 
but does mention other improvements such as irrigation, roads, and railroads. If there are 
special resources available at that site, they are also noted. 


176 


THE MAP WINDOW 


The Map window is the isometric map, the window in which you view and move your active 
units. The area shown in this window is the section of the world outlined on the map in the 
Wor_LD window. You can move and re-size the Map window just as you would any other 
window. (Note that, if you open so many reports, displays, and messages that you bury the 
Map window, you can always close them all and bring it to the front of the heap by choosing 
ARRANGE WINDOWS from the View menu.) 


MULTIPLE WINDOWS 


If, for some reason, you would like to have more than one Mar window open (to keep an 
eye on an especially valuable piece of real estate, for example), you can do so. Right-click 
anywhere in the WonLp window. The new window acts just like the default one, except that 
you have an additional button in the top left-hand corner. You can use this button to cycle 
through the viewing modes for that window. The modes are: View Friendly Units, View 
Enemy Units, View All Units, and Static View (which centers on the map square you choose 
and stays there). 


ZOOM BUTTONS 


In the upper left-hand corner of the window frame are Zoom In E and Zoom Out El 
buttons. Use these to customize the size of your map view. There are sixteen levels of 
adjustment. You can also use any of the Zoom options on the View menu. 


MOVING THE VIEW 


To reposition the Mar window so that it shows a different section of the game map, simply 
click on any map square in the window. Civilization II redraws the map, centering on the 
square you selected. If you want to center on a square that is not presently in the window, 
you can also click on a location in the WonLp window to center there. 


CENTERING ON A CITY 


Use the Finp City option on the Kinabom menu to center the map on any known city, 
regardless of where or whose it is. 


CENTERING ON A UNIT 


To center the view on a particular one of your units, open the City DispPLay for that unit's 
home city. In the Units Roster, click on the icon for that unit. Use the CENTER MAP ON UNIT 
option to center the Mar window on the unit. 


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WORLD WINDOW 


This window shows a map of the entire 
known world. It is centered on the part of 
the world shown in the Mar window. The 
rectangle delineates the edges of that 
view. You can use the WorLD window to 
move around the Mar window more 
rapidly. Click on a location in the WoRLD 
window, and both windows shift to center 
on that position. 


178 


DESIGNERS’ NOTES 


Opportunities like this don’t come along every day. After all, games as much fun as 
Civilization — and as successful as Civilization — are few and far between. And a game 
of that caliber whose appeal is wide enough, whose subject matter is broad enough, and 
whose structure is open enough to lend itself so easily to such a major expansion and 
overhaul is a rare gem indeed. But by summer of 1994 it was clear that Civilization II 
was an idea whose time had come, and boy were we excited about it! 


Of course, the biggest potential pitfall in working on a game like this is that none of us 
wanted to go down in history as “the guys who broke Civilization!” Civilization is about 
as complex and finely balanced as games get, and any misstep would quickly throw that 
magical pacing out of kilter. So just throwing in the kitchen sink wasn’t going to cut it. Every 
addition or change needed to be carefully weighed to make sure it wasn’t doing more harm 
than good. On the other hand, we knew we wanted this to be a lot more than a simple 
facelift — this was our big chance to take our favorite game and make it better than ever. 


So we got our "fun experts" together and began the mammoth task of sorting through 
ideas. And there were plenty of ideas. In the years since Civilization first appeared, we 
have received literally thousands of letters, phone calls, and e-mail messages offering 
suggestions for improvements, additions, and sequels. Everything from quick notes 
detailing pet peeves to full-scale design documents offering to remake the game from top 
to bottom. Some ambitious folks on the Internet even compiled a most helpful database 
of "Civ II proposals." And once we were willing to accept the previously unthinkable, that 
Civilization could actually be improved, we even had a few ideas ourselves! 


Our ideas mostly fell into three major categories: (1) simple additions, such as new units, 
city improvements, civilization advances; (2) major improvements to the game structure, 
such as the overhauled diplomatic and combat systems; and (5) entirely new features, such 
as map editors, scenarios, and rules customization. 


When inventing new unit types we concentrated first on those which would fill gaps and 
round out the existing types. The fast moving units, for instance, suffered from the chasm 
separating Knights and Armor; we bridged it with Elephants, Crusaders, Dragoons, and the 
new Cavalry unit. Other classes of unit— artillery, infantry, naval, air— were similarly 
examined. Some units which were too powerful (e.g., Chariots) were downgraded; others, 
which we felt were under-used (e.g., Legions, Musketeers) were enhanced. We added a 
modern form of each of the support units — Engineers, Spy, and Freight; each with exciting 
new abilities. Finally, there were some genuinely new roles waiting to be filled — Explorers, 
Paratroopers, Marines, Alpine Troops, and of course those pesky Partisans. 


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Good ideas for new city improvements were perhaps the hardest to come by, since we 
didn’t want to clutter up the game with too much economic micromanagement. We thought 
maps filled with railroads in every square were just plain ugly, so we introduced Farmland, 
Supermarkets, and Superhighways to encourage a more well-rounded approach to civil 
engineering. Similarly, since ocean squares seemed neglected, we added Harbors and 
Offshore Platforms to provide more opportunities in coastal regions. We extended some 
existing concepts (Bank, University, Aqueduct) with more specialized forms (Stock Exchange, 
Research Lab, Sewer System). And civic defense received a boost with the arrival of Coastal 
Fortresses, SAM Missile Batteries, Port Facilities, and Airports. 


Wonders of the World were problematic for a different reason — traditionally they must come 
in groups of seven! It just didn’t seem right to tack three wonders onto the end and talk about 
the “10 Wonders of the Modern World.” We noticed, however, that most of our best ideas fit into 
the two gaps between the existing time periods (between Ancient and Renaissance, or between 
Renaissance and Modern). So we decided to split the original seven Renaissance wonders into 
two periods and use our new ideas to bring each group up to a full seven, bringing us to 
28 total Wonders. 


Time had shown that to experienced players some Wonders were clearly more 
worthwhile than others, so we undertook to rebalance the entire set. As a quick look 
through the Wonders list will show, we in most cases chose to do this by enhancing the 
effects of Wonders we thought were too weak (e.g., Great Wall, Lighthouse, Michelangelo, 
Magellan, United Nations) or by extending or eliminating “expiration dates” to give a 
Wonder's builder more time to reap its benefits (e.g., Colossus, Hanging Gardens, Great 
Library, and many others). We wanted Wonders to have a decisive effect on the game, and 
to figure prominently in players’ strategic planning. Since different Wonder combinations 
make for exciting new games, we tried to make all the Wonders tempting. 


Only in two cases, the SETI Program and the Pyramids, did we find it necessary to “scale 
back” Wonder effects. Throughout the Civ II design, we have tried to play down rules that 
tended to have the effect of “the rich get richer and the poor get poorer.” SETI was as clear 
example of this, since the first player to discover Computers is pretty much by definition 
ahead in the technology race; to double his technology output as a reward only served to 
cement his lead. We lowered SETI's effect and added Research Labs as a possible catchup 
mechanism for other players. Similarly, we liked the Pyramids' effect but found that 
introducing it so early skewed the game wildly, so we moved it forward (Statue of Liberty) 
and gave Pyramids a hardly disappointing new power. 


180 


In terms of major improvements to the game’s structure, we were looking for additions 
which would enhance the game’s existing strong points, not distract from them. A proposal 
for a full-screen tactical combat system which would be used to fight out most battles in 
detail was dropped, for instance, because we felt it would detract from one of the game’s 
great strengths, which is the ebb and flow of forces on the main strategic map. Instead, we 
looked for a way to make strategic combat more interesting and realistic. What we arrived 
at is the new “strength bar” system, which provides the added realism of “combat damage” 
but is simple enough not to fundamentally change the balance of the game. We also felt 
strongly that players needed to have ways to repair damaged units quickly and get them 
back into action, so we gave cities (especially those with Barracks) enhanced 
repair abilities. 


Another major improvement worth mentioning is the diplomatic system. Everyone 
agreed that players needed more options when dealing with foreign powers — options like 
alliances and temporary cease-fires, not to mention enhanced trading. The peace treaty was 
revised to solve the “I hate it when they fortify units right next to my cities” problem. Players 
had also discovered numerous loopholes in the game which allowed them to run circles 
around the computer players; we tightened these up mostly by enhancing the role of the 
Senate in Republics and Democracies. Finally, we felt that computer players should have a 
longer memory for betrayals committed by the player, so we introduced the concept of 
“Reputation” to shade diplomatic negotiations. This system rewards players who keep their 
word and penalizes those who behave dishonorably. 


We also took another look at government forms. We noticed that many experienced 
players used only the two most extreme forms of government: Despotism and Democracy. 
That told us that something was out of whack, since we wanted all of the government 
forms to be interesting; we wanted to see a civilization’s government evolve over the 
course of the game. So we significantly improved the “neglected” government forms: 
Monarchy became better at supporting military units, Republic had its military discontent 
and Senate rules relaxed somewhat, and Communism was freed of “corruption” and given 
some enhanced abilities for spying and martial law. We made Republics and Democracies 
easier to defend by loosening the “home city” rules and allowing units in nearby fortresses 
to escape discontent. We introduced the concept of waste (“corruption for shields”) to 
tame Despotism. We also reigned in Democracy somewhat by strictly enforcing the Senate 
rules. 


It was also clear that the forty bazillion or so hours of playing time which have occurred 
between 1991 and the present have served to vastly improve the world’s overall Civ- 
playing skill. We who once confidently predicted of Emperor level that it could be beaten, 
“but not consistently" now found ourselves competing to see who could score 550 percent, 
build a size 42 city, or put a spaceship on Alpha Centauri while the turns were still moving 
in ten year increments. Without making the game more difficult for beginners, we needed 
to crank up the challenge level significantly for all the jaded experts out there. 


181 


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SUINDISIA 


So we set to work on a new generation of artificial intelligence for the higher difficulty 
levels. We watched our best players and taught the computer opponents to play in the 
same ways that they did — to keep some settlers in reserve, for instance, and use them to 
improve terrain and connect cities with roads. We taught them how to concentrate their 
efforts on particular technology aroups, and how to use their naval forces effectively to 
support a beachhead. We also taught them some really nasty tricks that we won't spoil by 
mentioning here. At the same time, we eliminated the quasi-cheating that irked some 
experienced players — which meant we had to show the computer players how to use their 
Caravans and how to build Wonders of the World. Finally, we added the new Deity difficulty 
level for those who like their Civ really mean. 


A brief word on history. Civilization II began as a day long brainstorming session 
around Sid Meier’s round table with Sid, Brian Reynolds, and Jeff Briggs. Brian then 
retreated to the dales of Yorkshire for a year to formulate the design and put together a 
series of prototypes which eventually became the game engine. Meanwhile, Jeff began 
putting a first-rate team together and Doug Kaufman, one of our most experienced 
designers as well as one of the world's great emeritus Civ experts, pounded away at the 
prototype, finding loopholes and making sure it was actually possible to beat Deity level. 
If you like the fact that you need an Aqueduct to get a city past size 8 now, you can 
thank Doug! 


As the project began to pick up speed, veteran Art Director Mike Haire and his team began 
creating the game's all-new look. Mike and Barb Jeznach devised the new isometric map view 
which gives the terrain a much more realistic feel. Mike Bazzell drew those scary-looking 
battleships and stealth bombers, not to mention the new spaceship screen, and Bob 
Kathman brought you a choice of city architectural styles — the "medieval capital" is based 
on a postcard Brian sent back from Richmond, North Yorkshire. Using models built by Murray 
Taylor and Mike B., Barb Bents-Miller pulled out all the stops to bring you the motion-captured 
heralds for the diplomatic screen (we were glad when you finally got around to putting some 
clothes on that Viking woman, Barb). Jerome Atherholt painted the Kings and Queens, Nick 
Rusko-Berger designed the final word in throne rooms, and Stacey Clark Tranter created the 
overhead city view. Nick also created the opening, based on an idea from Jerome and Stacey. 
Civilopedia art was provided by Kat Seman and Barb J., and for help in some tight spots, we 
turned to Mike Bates, Betsy Kirk, Guy Sparger, and Chris Tamburrino. 


182 


On the multimedia front, Mike Ely and Tim Train began digging through the archives for 
Wonders of the World movies, and started scripting the Town Council (can you imagine 
auditioning all those Elvis impersonators?) Jason Coleman, one of our hottest up-and- 
coming programmers, provided the technology we needed to make it happen, and joined 
the team full time to implement all the major graphics screens. Dave Ellis put together the 
“multimedia-pedia,” and Chris Taormino joined us to beat the startup menus into shape. 
Mike Denman, Paul Rowan, and team (of CivNet fame), provided the excellent SMEDS 
engine which got things off to a fast start on the code side. On the Sound side, Ken Lagace 
found all those crazy aerial combat effects, and Roland Rizzo, Mark Reis, and Dave Evans 
arranged, recorded, implemented — and whatever else it is they do in that strange room — 
Jeff Briggs’ finest scores. 


If you appreciate the stability of the program itself, you’ll want to thank Jen MacLean 
and her QA team. Steve Moseley kept the bug lists coming, and James King, “Chrispy” 
Bowling, Jim Hendry, Mike Barker, Don Emmel, as well as many others, held us to the 
highest of standards. Among other things, they insisted we add a “more satisfying” nuclear 
explosion sound effect! Meanwhile, Jonatha Caspian-Kaufman tackled the manual — on 
one notable evening, we sat around with the names of civilization advances printed on the 
back of 88 business cards to figure out what the technology tree actually looked like. Mick 
Uhl masterminded the French and German translation effort. On the Marketing side, 
Lindsay Riehl, Paula Scarfone, and Marcia Foster were remarkably patient with us, and 
helped us “spread the good news.” And heartfelt thanks to all the many others here who 
have contributed to this project! 


And so, at long last, here it is: Civilization II! Before we run off to start our next great 
game, we also want to thank all of the Civ players out there, especially those of you who 
loved the game enough to send page after page of ideas and suggestions, because we 
couldn't have done it without you. This game was created of, by, and for Civ players, and 
we only hope you enjoy playing Civilization II as much as we have enjoyed creating it. 


J 
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Brian Reynolds 
January, 1996 


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SUINDISIO 


CREDITS 


GAME DESIGN 
Brian Reynolds 
with Douglas Caspian-Kaufman 


and Jeffery L. Briggs 


ORIGINAL 
CIVILIZATION DESIGN 
Sid Meier 
with Bruce Shelley 


PRODUCER 
Jeffery L. Briggs 


PROGRAMMING 
Brian Reynolds 
Jason S. Coleman 


Chris Taormino 


SMEDS SYsTEM DESIGN 


William F. Denman, Jr. 
Paul L. Rowan 
with Lee Baldwin 
Wayne Harvey 
Jason Snyder 
John O'Neill 


184 


ART 


Michael Haire, Art Director 
Barbara Bents Miller 
Stacey Clark Tranter 

Murray Taylor 
Barbara Jeznach 
Nicholas Rusko-Berger 
Bob Kathman 
Michael Bazzell 
Jerome Atherholt 
Frank Vivirito 
Katharine Seman 
Michael Bates 
Betsy Kirk 
Guy Sparger 
Chris Tamburrino 
Mike Reis 


DESIGN ASSISTANCE 
Mick Uhl 


Music COMPOSED & 
ARRANGED BY 
Jeff Briggs 
Roland Rizzo 
Sound Design 
Mark G. Reis 
with Ken Lagace 


SOUND RECORDING & 
ENGINEERING 
Mark G. Reis 


Roland Rizzo 


SOUND 
PROGRAMMING 


David Evans 


CIVILOPEDIA 
David Ellis 


MULTIMEDIA 
Michael Ely 
Timothy Train 
Jason S. Coleman 
with David Evans 


DOCUMENTATION 
Jonatha Caspian-Kaufman 
with M. Christine Manley 


& John Possidente 


DOCUMENT 
DESIGNS & LAYOUT 
Cesar Novoa 


Joe Morel 


MARKETING 
PRODUCT MANAGER 
Lindsay Riehl 


QUALITY 
ASSURANCE 
Jennifer MacLean, Lead Tester 
Steve Moseley 
Mike Barker 
Chris Bowling 


James King 


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Tammy Talbott 
Bob Abe 
Russell Clark 
Don Emmel 


David Ginsburg 
Jim Hendry 
Mike Prendergast 
Matt Showalter 
Vaughn Thomas 


Brian Vargo 


SPECIAL THANKS 
Paula Scarfone 
Marcia Foster 
Jonathon Buckel 
Jill & Ro Reynolds 


185 


INDEX 


A 
activating units ...........o..oooooo.. 86 
active unit........... 6, 84-86, 100, 146, 
156, 160-165, 165, 175-177 
Add' TO; City ina A xor AC m sep menn 115 
ADM i955 sre OSA ams 54, 71, 76, 100, 
105, 108, 112-115 
advance effectS.........o.o..ooo.o.o. 80, 94 
Advisor, Attitude .............. 146, 166 
Advisor, City Status ................. 59 
Advisor, Defense Minister............ 165 
Advisor, Foreign Minister ...... 18, 39, 112, 
122-125, 127, 166 
Advisor, Science ............. 90-91, 167 
Advisor, Trade .......... 12, 54, 109, 167 
Advisors menu....... 12, 18, 59, 125, 157 
AEGIS Cruiser... ....... llle 106 
age, customize .......o.ooooooo ooo... 26 
aggression............. 5, 102, 126, 138 
agricultural improvements ............. 1 
air battles... veo v RR Rove 106 
ait Unity. i eco S 33-35, 56, 71, 83, 
87-88, 100-104, 
106-107, 110, 118, 165 
Airbase... «eva 38, 85, 87, 102, 
116, 118, 163-164 
AlFlift rte a NE EDS tI 86, 164 
Airport... ae seres 55, 55, 86, 102, 
107, 163-164, 180 
alliance: sese tas 3, 18, 27, 39-40, 
76, 88, 119, 122, 
124-128, 181 
Alpha Centauri.............. 4, 138, 181 
Alphabet... 2.6 be AOE Boke es 92 
Alpine Troops ..............0048 57, 179 
Analyze: Map 45.55. aia lnea US Ren 143 
Anarchy... es 59, 63-64, 69, 
71-75, 111, 124, 160 
Ancient World isss senesan i ea 95 


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Animated Heralds ................. 157 
announce disorder. ................ 158 
Apollo Program ............... 131, 169 
Apportionment bar ............. 147-149 
Aqueduct. «scs rns 157, 180, 182 
archipelago’: .4 2. eee xen 25 
AFDOE Ls oou m et RR 55, 42, 101, 179 
Arrange Windows.......... 145, 161, 177 
aITOW'CUISOI.. i9 e] RE e os 6 
Artillery: 5 ee RR e UR 54, 179 
Astronomy. seen esa ae get e sh eng 42, 92 
attack factor ........... 56, 72, 105, 107 
attacking «i «eec rex 32-34, 47, 


76, 87, 100, 102-104, 
106, 125-127 


attitude, citizen ................. 68, 70 
Attitude Advisor............... 146, 166 
Auto-Off |. có eee Es ns 151 
auto-producti0N..........oooo.o ooo. 151 
Autosave,; «aeu gia a orga vache ces Ss 156 
B 
Bank. veu ea 56, 54, 180 
barbarian activity level... ............ 27 
Barbarians .............. 15, 27, 41, 56, 
100-101, 119 
Barracks ............ 17, 55, 55, 58, 181 
Battleship .......... 32-33, 101, 103, 182 
beaker icon (science)... 11-12, 90, 159, 174 
blinking unit ............o.ooooooo.. 160 
bloodlust. ........ ooo ooo o. .o.. 28, 135 
Bomber..... 67, 69, 71, 102, 106-107, 124 
bribery asana Ra wes 69, 110 
Bridge Building .................... 77 
Bronze WorkinQ................. 12, 14 
Brush menu si enra ak e SEA oo... 144 
brüshe5:« 93a o TAA Hc GN 140-141 


Buffalo 5. aet rta a 49, 78 


Build Airbase.......... 58, 116, 118, 165 
Build Fortress «vor ys 116-117, 165 
Build Irrigation............. 19, 116, 162 
Build Mine, «very e xu 117 
Build New City........... 9, 45, 115, 162 
Build Railroad ............ 116, 118, 162 
Build Road............ 19, 116, 118, 162 
building wonders............ 62, 95, 109 
Buy production ................ 97, 151 
C 
Cannon; «ood ote cut dne Stat hd 101 
Capitalization .................. 54, 95 
capturing citieS.............. 32, 47, 58, 
60, 96, 108, 112, 119 
Caravan ...... 19-21, 59, 97, 105, 108-109 
Garavel: scu Ee ed eee Gland 105 
a «44 Exo NU eX OSES 87, 102 
Cathedral ......... 55, 41, 48, 95-94, 115 
Cavalry.,..-. a eorr CR Dacca see 54, 179 
Ceasefire corse nd 122, 124-128 
Center VIEWS a oe de Dee da 145, 161 
Ceremonial Burial .................. 19 
Change Production.............. 16, 150 
Change To Forest.............. 117, 162 
Change To Grassland............... 116 
Change To PlainS.............. 116, 162 
A 2 lae 54, 52, 84, 179 
Cheat menu ........ ellen 151 
Check Intelligence................. 166 
Chieftain «s n 8, 12, 26, 70, 170 
Ghivalry. «sere REOR RE 42 
citizen attitude. «4e yx 26, 65, 68 
city, capturing... ...... llle 119 
city; Home, «coudre ex omen x oy n 55, 152 
city, rename ......... lle 9, 60 
City Animations... ...... eee 157 
City. Brushes tees ieee Goh eder ihe E IÓN 141 
City défense. ace oe xc 56, 165 
City Display.......... 10-17, 19-22, 44-45, 


48, 52, 59-60, 80, 86, 

91, 112, 145-146, 152-155, 

155-156, 165-166, 177 

City Info Chat... ss rr Rn 155, 155 


City Map eei 10, 15, 19, 44, 

49, 55, 55, 146, 150, 152 
city production .......o.ooooooo ooo... 45 
city radius............ 10, 13, 17, 19, 35, 


40, 46, 49-50, 55, 55, 

79-80, 144, 147, 149, 153 

City Report Options................ 157 
city square .............. 10, 15, 22, 37, 
42, 46-49, 84, 86, 107, 

116, 141, 150, 165-164 


City Status advisor...............0.. 59 
Gity-style.-. 11. ne eem ete o Re eC ct 29 
(eA CL 182 
City WallS................ 55-56, 47, 56, 

105-106, 115, 117 
civil disorder .......... 51, 53, 62, 64-66, 


68-71, 82, 113, 117, 
147-148, 158, 166 


civilization score........... 53, 131, 137, 
167-169, 173 
Civilopedia............. 4, 14, 22, 34-36, 


41-42, 54-55, 57, 77, 
91, 93, 96, 98, 100-101, 
151, 155, 171-172, 182 


Civilopedia menu. ..............-. 4,77 
Clean Up Pollution............. 117, 163 
click-and-hold ............... 5, 85, 165 
climate, customize. ..........oooooo. 25 
Cloth ex ivor m xum Rc ere 134 
Goal; 7. eh a Men 49, 78, 117 
Coastal FortresS............... 106, 115 
Coastline Protect.............o.o.o.. 144 
Code ofLaws ......o.o.o.oooooo.. 16-17, 19 
Colosseum ..« «eee e Rh erg 57 
ColoSSsus.« iE sn 9 xS 14, 17, 21, 41, 180 
Combat... e a 28, 32-35, 41, 


56, 76-77, 100-101, 
103-106, 117, 119, 
138, 156, 179, 181, 183 


Combustion: ii a ia UNA 58 
commodities ............... 21, 52, 70, 
78, 108-109, 167 
Communism...............-. 35, 38, 64, 
68, 72, 74, 

94, 115, 181 

Component, Spaceship.......... 131, 134 


187 


Computers eis ect ee ies 180 
conquering the world............. 4,135 
Conscription: «(5:0 aei HA 42 
Construction. «ss ceres 8, 19, 21, 42, 


55, 59, 90, 96-97, 
107-109, 116-117, 
151-152, 134, 150, 

156, 164, 169 


content people .............. 71-72, 147 
corruption ..............0-6. 34, 38, 52, 
64-69, 149, 181 
counterespionage............ 40, 58, 111 
Courthouse... .... llle 19, 57, 95 
CKOSS 54 s iceman, 28, 84, 87, 102, 143-144 
Cruise Missile .................... 102 
Crulset.... sgh ses he GE Sarde Ss 106 
CrusaderS.. «i ac cR Rome e RR 179 
Currency cere EC E RUE 14, 16-17 
CUISOLS; E dm eRe RE Se REESE 5 
customize world .......o.o.ooooooo.oo.. 24 
D 
date. s on Rez ise 28, 145, 147, 
165, 169-170, 175 
defense factor.......... 56, 102, 105-106 
Defense Minister .................. 165 
defensive terrail............ooooo.. 47 
DEV eane dt 26, 70, 170, 182 
Democracy. .....o.o..ooo.o.oo. 35, 38-39, 64, 


69, 71, 74, 93, 
110-111, 113, 124, 
152, 154, 181 


demographics ................ 157, 168 
DES yack Kak eee ww SE 25, 46, 49, 57, 
77, 79, 114, 116 

Despotism ...... 15, 16, 20, 59, 62-66, 68, 
71-75, 160, 181 

destroyed wonders. .............. 48, 96 
Destroyer eo rues 105 
difficulty level. .............. 26, 70, 80, 
154, 170, 182 

diplomacy .............. 1-2, 39, 53, 67, 


88, 90, 121-123, 
125, 127-130, 157 


188 


Diplomacy Screen ........o.o.oooo o... 157 


Diplomat ............... 39, 47, 58, 87, 
105, 110-113, 124, 127, 158 
diplomatic states ....... 40, 112, 123, 125 
Disband...... 15, 42, 52, 97, 152-155, 164 
dradding. iste ore sac ach edes E 5 
Dradoons.. «eee e eee RES 179 
E 
Parth: uoo paca w x A RA nC XS 102 
Economics ........... else. 5, 54, 64 
Editor menu ................. 140, 142 
Eiffel TOWEN |. see rs 124 
Electronics. «ve see eg 55, 41, 95 
Elephant... i93 e hx 105 
embassies. ............. 1, 110, 122-125 
Emperor... vm S 26, 170, 181 
ON OF tutn «avi er reg 86, 156 
ending the game .......o.o...oo oo... 159 
Engineering............... 95, 118, 180 
Engineers............... 34, 38, 55, 71, 


76, 79, 88, 107, 
114-115, 148, 179 


Entertainers, Specialists .......... 53, 147 
Espionage........... lesen. 4, 47, 110 
Establish Embassy................. 112 
exchange knowledge ............ 18, 129 
exploration. ...... 1-2, 11, 14-16, 109, 135 
Explorer............ 57, 88, 99, 119, 179 
Explosives............ 58, 114, 116, 118 
F 

Factory: ie vs 4, 35-36, 55, 113 
Fanatico cibte a tany 68 
farmland............ 57-38, 95, 117, 180 
Feudalism, ues e oe xh eR Rie 42 
A | eive RESI ue 106 
Find Oy cle rss 146, 160, 177 
Hte salè s sce Wise sos goa en x nca d e eR cae 58 
firepower .... 28, 52-54, 100, 105, 105-107 
first City irs LES ES 8-9, 28, 45, 70 
PIS eee qa wx eM CROCI ad 49, 78 
Hat wotld: oy ka ea Ee ENS 28 
Flight. ..... 41, 71, 102, 118, 152-155, 169 


flight times sss 3 132-133, 169 
OO «cvv eee eS 8, 11, 15, 15-16, 
35-36, 43-47, 49, 51-53, 

62, 64-69, 71-74, 77-79, 82, 

93, 108-109, 117, 132-133, 135, 

145-150, 152, 158, 165 


food caravans .....oo..oooo ooo ooo... 109 
Food Storage box.......... 11, 13, 15-16, 
44, 52, 146, 148-150 

Foreign Minister ............ 18, 39, 112, 
122-123, 127, 166 

Foreign Service Map ............ 154-155 
A ov Gea gee are ere 9-10, 17, 25, 49, 
77, 79, 115-117, 162 

PON sce ee ee 16-17, 56, 164, 181 
fOrtreSS ise Pah A TEA 58, 67, 69, 71, 


105, 105-107, 

115, 116-117, 165 

founding new cities ............. 45, 115 
Freight orina dd a 34, 42, 54, 59, 
88, 97, 103, 

108-109, 111, 179 


Rrigate-. «sd vas ek eds 103 
Erülix tay dog ee aes oe er M ave ce te 78 
Fundamentalism .......... 38, 64, 68, 74 
PULS «ves A ose os arn oe ea es 78 
Fusion Power ......... sees 82, 92-95 
Future Tech............... 92, 167, 170 
Future Technology ............... 90, 92 
G 

Galleon isi scu Aa a aa 105 
Game menu .............. 6, 8, 15, 146 
Game Options ......... 6, 8, 84, 146, 155 
game tum... RI a 12, 26, 170 
Gems... Ie toe orsus re eom 78 
General Information box ......... 152-155 
Generate Blank Map................ 143 
Generate Random Map.............. 143 
Glacier ita ado ae lee ad 25, 77,114 
global warming.......... 80-82, 117, 174 
Goal buttoON................ 42, 91, 167 


goblet icon (luxuries)............ 11, 159 
gold11, 13, 15, 52-54, 59, 62-63, 68, 78, 83, 
110, 117, 120, 129-130, 149, 152, 159, 


166, 174 
GOTO. S eye e rte 6, 82, 84-85, 165 
government, types of . 58-59, 65, 71-72, 152 
grain. . . . 8-11, 13, 15, 19-20, 22, 45, 52, 78 
Granary; i. asso eie raten ede 41, 148 
Graphic Options... eo a 157 


Grassland . 9, 17, 25, 36, 47, 49, 77-79, 116- 
117, 139, 162 


Great Library .................. 41, 180 
Great Wall... ewe ey 41, 180 
grid uo oe oh aaa ee 3r 8, 32, 161 
ground unit............. 34, 36, 83, 102 
Gunpowder saieti Se ae yx 58 
H 
Hall of Fames s eera et Sed Pk wee ee 24 
Hanging Gardens.................. 180 
happiness ............. 5, 53, 62-66, 68, 
70, 72, 117, 145, 154-155, 166 
Happiness Chart ............... 154-155 
happy citizens......... 62, 70, 72-73, 168 
HAL BOR «sre AS serge cae UR mS irent 107 
have a gift to offer................. 130 
have a proposal to make......... 128-129 
Helicopter viv ce. 67,69, 71, 102, 106 
Help Build Wonder............ 21, 59, 97 
Herald «s vs ku elas 157, 182 
hidden terrain .............. 15, 17, 161 
Hills... us 9, 47, 49, 77-79, 116, 165 
historians...) ek dv WA eee 98, 119 
hit points ........ 28, 32-33, 100, 104-105 
home city.......... 20, 67, 69, 108, 110, 
153, 164, 173, 175, 177, 181 
Hoover Dam ......... eee 80 
Horseback Riding................ 14, 16 
Horseémen. |. ea gd Neots 16-19 
Howitzer ua o yore eo cene Lec 56, 106 
Hydro Plant. oo emer eU end 55 


189 


I 


illegal map ses Sse hans aed AE ER 139 
Improve Farmland.............. 38, 117 
improvements, building........... 54, 62 
improvements, selling ............... 59 
improvements roster ............. 11,59 
Incite a RevOlt.................... 115 
industrial improvements............. 115 
industrial production....... 43, 55-54, 155 
Industrial Revolution ............. 89, 95 
Industrial Sabotage ............. 58, 113 
Industrialization. ................... 80 
fany A Wa ees ete ae, ari ut 34, 179 
installation ee hmm hn 4 
Instant Advice ..........ooooo oo... 156 
Intelligence Report. ................ 166 
Interface... cid tes dad ai 5 
international incident. ... 111, 113-114, 124 
invalid build instructions ............ 158 
Invention ici a edi 89 
Investigate City ................... 112 
Ico PAPEL 14, 78 
Iron Working sses ssd ee eener 00008 14 
Ironclad' iii ES 101 


irrigation ... 12, 19-20, 56, 49, 77, 115-116, 
162-165, 176 


isometric grid .. 2... 2... 2. eee eee eee 32 
MOV A E lols oes 78 
J. S. Bach's Cathedral ............... 41 
Join CU ii da Rt 162 
Jungle «xen 24-25, 47, 77-79, 116 
Kind. ds oe 26, 147, 158, 170, 185 


Kingdom menu. . 12, 22, 59, 62-65, 90, 146, 
149, 174, 177 
KnightS.. cese n 55, 179 


190 


L 


land form, customize................ 25 
landfall-— a Ret 87 
landmass, customize ................ 25 
Large Video Windows. ........... 157 
leader portrait..................... 29 
leader's personalitieS............... 125 
Leadership ..:5 22533 Ry s 89 
LéedlOn: 254 eau RUP Boao Ris hie 76 
level of competitiON................. 27 
level of difficulty ............. 26, 62, 70 
Library. .......«...... 36, 41, 54, 57, 180 
Lighthouse .........o..oo.o.. 37,41, 180 
Literacy; «usse eom deor m E Re cde Ra 42 
Load a Saved Game...............4. 24 
Load Game......... eee 158 
Load Map... haer rh IR dem 142 
luxüres..-..-.. eec es 5, 11-15, 22, 52-54, 


62-65, 70, 72, 147-149, 
154, 159, 167, 174 


M 


Magellan's Expedition............. 41,52 
maintenance........... 56, 53-55, 57-58, 
63-64, 66, 68, 167 

management, city... .... 52, 54, 56, 62-63, 
70-71, 90 

Manufacturing Plant................. 55 
map, custom... ...... lesen 24, 28 
Map editor............ 159-140, 142, 144 
Map Making; «ener een ar 21 
Map mmenu........ eee 143 
Map window............ 85-86, 112, 129, 


140, 142-144, 146, 
160-161, 175, 175, 177-178 


Mannes «s eura ee a pea ere ea 179 
MarketPlace.......... 20, 36, 54, 57, 109 
martiallaw............ 58, 62, 64-66, 68, 

70, 72, 154, 181 
Mass Transits... «s ee ucro RR arn 80 
Mathematics ............ 0.00000 eee 42 
Max Zo0MIM.....c.oooo.ooo.o.s 143, 161 


Max Zoom Out... ...... esses 145, 161 
Medium Zoom Out............. 145, 161 
meltdown.......... sees 71, 81-82, 95 
menu bar ............. 5, 140, 142, 155 
menus. eee kw 5, 91, 128, 155, 

159, 142, 145, 155, 185 
Metallurgy... acere ais 41 
military advisor ...........o.oo.oo.o.. 151 
military unit «4 m 11, 15, 15, 47, 


64-65, 67-69, 72, 85, 
102, 111, 119, 150, 164 


mining............. 12, 49, 77, 117, 162 
minor tribes: see Villages 
mobile unit. .......... lees 87 
Mobile Warfare ...........o.oo.ooooo.oo 42 
Modern World .......... 55, 95, 151, 180 
Module, Spaceship ............. 134-135 
Monarchy ............. 16, 19-22, 38-39, 
64, 66-67, 72-74, 181 
monitoring pollution ................ 82 
Monotheism .......... eee 94 
Mountains............ 2, 9, 46-47, 77-79, 
84, 114, 116, 165 
Move Pieces... ...... 6, 86, 160, 175, 175 
Move Units w/Mouse .......... 6, 84, 156 
movementfactor........... lees 84 
movement point cost ......... 76, 79, 84, 
87, 116-118 
movement points ......... 17, 55, 76, 84, 


87, 95, 100-102, 
104, 108, 164, 176 
movement restrictions .. 81, 84, 87-88, 101, 


108 
Inusk.OX.« ce ue re e qr ELE UR 78 
Musketeers ......o.o.o.ooooooo o... 33, 179 


N 


nationality. «ovx e a ey 175, 175 
naval transport............. 87, 108, 164 
naval unit ............... 67, 69, 71, 87 
Navigation............. 57, 42, 87, 91-95 
neutrality........... 40, 88, 122, 125-128 
new cities......... 11, 45-46, 49, 114-115 
NEW Map: ses A Seele avri 142, 144 
No Orders... iE xm RR 85 
LU E 156 
nuclear attackKS................ 106-107 
Nuclear Fission ..........o.o.o.oooo.oo.. 92 
nuclear meltdown ............... 71,81 
Nuclear Missile. ............... 102, 107 
nuclear pollution ............... 80, 117 
Nuclear Power. ........ seres 80-82, 95 

O 
OASIS «x Veces FREU RS Ro mue Ae eda 79 
observation factor ..........ooooo.. 101 
OCEAN ia na 9-10, 25, 41, 47, 


77-78, 87, 105, 116, 
159, 145-144, 180 


offer knowledge. ..........ooooo.o.. 130 
offer money ......... 2.0.0. eee eee 130 
offer-ünit: ati 103 
Offshore Platform ........... sese 55 
A A a ca ED EUM 56, 78-79 
Options menu................000.% 156 
Orders menu .......... 9, 16, 19, 45, 49, 

56, 85-86, 101, 115-118 
outline cursor... .... llle 6 


191 


Faldce. 52-2 n en 11, 52, 159 
ParadtOp-:. 2 vede uS e esos 6, 85, 164 
Paratroopers ........oooo ooo... 85, 179 
PartisanS.......o..oooooo o... 37,88, 179 
peace; mitin 2, 18-19, 38-41, 53, 111, 
119, 122-128, 138, 168, 173, 181 

Peate vao m aur d ER 56, 78 
permanent alliance .............. 18, 40 
Phalanx ........... 12, 14-17, 32-33, 105 
Pheasants. ss we RE pr 79 
Philosophy: «cnc Ey eme 95, 151 
PHySICSX-. ex ta A Rea eed 42 
Fikemen: oue at ec Ue dec aee e e 55 
PUA cne oe 4 4 4 ek Beene 101, 119, 165 
Plains... es 9-10, 25, 45, 47, 49-50, 
77-79, 115-117, 159, 162 

planetary caretaking............. 80, 174 
Plant Nuclear Device ............... 114 
Plastics |i eto PRY EX Ya 154-155 
Poison Water Supply ............... 114 
Pollution. «ymo 80-85, 115, 117, 


157, 155, 158, 165, 
168, 172, 174 


pollution indicator................ 81-82 
population growth............ 11, 44, 46, 

49,51, 53, 148 
Population Roster............ 10, 15, 44, 


52-55, 62, 64-65, 70, 
75, 114, 146-148, 150, 154 


Port Facility... 524 o nau ER ews 55 
poster, ..... 56, 42, 76-77, 90, 92, 162-165 
POETY MP 42 
Power Plant ......... lees 80-82 
pre-game options................... 24 
Prince: gs set seo oe he ac 26, 170 
Production box............ 11, 13-15, 44, 
52, 146, 149-151, 164 

Production menu..... 14-15, 17, 19, 96-97, 
108, 110, 114, 151 

production penalty. ................. 35 
protection, city ................. 15, 56 
proximity of cities ................o.. 46 
Pyramids ... c. ene eee 41, 52, 180 


192 


QUIE uos oe Vx Sep Y 24, 142, 159 
R 
Radio osea cir x exe 58, 86, 116, 118 
Railroad. ............. 55, 57, 84, 92-95, 
116-118, 162, 176 
readme flle. olea rrr e 4 
Recycling... ERES 80, 92 
Recycling Center .........oooooo oo... 80 
Refrigeration.......... 37-38, 93, 116-117 
Renaissance ............. 41, 95-96, 180 
rename City. «oe ge ete ies Re Re 60 
report, intelligence. ................ 166 
RepubliC............. 38, 64, 67, 71, 74, 
111, 124, 152, 154, 181 
reputation...... 18, 39, 122, 124-126, 181 
research.......... 2, 11-14, 16-17, 20-21, 


28, 41-45, 51-52, 54, 62-64, 
68, 71, 90-95, 108, 123, 147-149, 
167, 173-174, 180 


research indicator.............. 173-174 
Research Lab............... 41, 54, 180 
resource, special ....... 16, 36, 46, 77-78, 

144, 172, 176 
Resource bars ............. 44, 146, 149 
resource development ......... 49, 53, 55 
Resource Seed .....o.o.ooo.ooo ooo oo. 144 
resourceS......... 8-10, 15-17, 19, 35-36, 


43, 45-46, 52-53, 55, 72-74, 
77-79, 85, 108, 116-117, 151, 
144, 147, 149-150, 152, 176 


restoration ..........o.ooooo oo... 33,35 
restoring order. .......o..oo.ooo.o.. 70, 72 
A O 159 
REVOLUTION!............. 19, 21-22, 39, 

65, 89, 95, 160 
rival civilizations......... 14, 39, 122, 135 
river. DrUsh ideo ache aie ase hend 141 
A rp egy un 2, 25, 36-37, 45, 49-50, 


77, 79, 87, 141-142 


roads........ 5, 12, 19, 37, 49-50, 54, 56, 
76-77, 79, 84, 93, 101-102, 
118-119, 162-163, 176, 182 


rules, customize ........... lees 28 
Tush Jobs; «c cy wx orn 55, 59, 72, 151 
S 

Sabotage.......oooooo ooo... 1,58, 113 
Sal A A AA Ad 78 
SAM Missile Battery ................ 106 
Sanitatlori eoe gral DR EAR we 62 
Save Game... mer greg 15, 158 
Save Mapes ener bo oe eae aee 142 
Scenaro «9 or device Poe aaa stares 24, 171 
Science ......... 5, 11-15, 20, 22, 39, 41, 


52-54, 62-65, 65-68, 90-91, 
95, 108, 148, 159, 167, 174 


Science Advisor ............. 90-91, 167 
scientific research . . 64, 68, 90-92, 167, 174 
Scientist........... 14, 43, 54, 70, 90-92, 

108, 147-148, 167, 174 
score (scoring) ...... 4, 27, 53, 90, 92, 98, 


151, 156-158, 151, 
167-169, 175, 181 


SDI Defense. ves r a 106-107, 114 
Seafaring ei pehes enne ed 57,91, 93 
selling improvements................ 59 
senate ...... 38, 41, 67, 69, 111, 124, 181 
Send Emissary......... 39, 123, 127, 166 
Set Home Chae doe ee ee Ae 164, 175 
Set Resource Seed. ........ 0000005 144 
Set World Shape ............ less. 143 
SETI Programs: is sales ws: eyed 41, 180 
Settlers, also see engineers...... 1, 8-9, 11, 


15-17, 19-20, 31, 34, 38, 

43, 45-46, 49, 52, 55, 64-69, 

76-79, 81-85, 88, 92, 99, 101, 

107, 114-118, 155, 148, 

162-165, 172, 182 

Sewer System .......oooooo.o.. 157, 180 
share world maps ........... sens 129 


shield icon .......... 9-10, 15-16, 19, 22, 
32-33, 35, 38, 52, 55, 59, 

64-69, 78, 82-83, 100, 111, 

117-118, 149-152, 175 


shore bombardment ................ 34 
Show enemy moves.............004 156 
Show Hidden Terrain............... 161 
Show Map Grid option ......... 8, 52, 161 
Bie sisse dta edel Sab Nera 79 
size of world. caue ar ye es 24 
Skip Tun ya 43e x 85, 165, 176 
skull, pollution .................... 82 
DICED a eem y 87, 100, 155, 164 
Solar Plat.................... 80, 115 
Sound Effects .......... o... ...... 156 
space colonists bonus, see scoring 
Space Flight .................. 134-135 
space race............. 4,119, 131, 169 
Spaceship Component.............. 131 
Spaceship Module ............. 132, 135 
Spaceship Structural ........ 132, 134-135 
Spaceships ............... 28, 132, 169 
special brush. ..........o.o.ooooo.o.. 141 
special resources ............ 16, 56, 46, 
77-78, 144, 176 
specialterrain ........... 56, 49, 78, 117 
Specialists... 42s 55-54, 62, 71-75, 
147, 149-150 
[e —— M 56, 78 
SPV ua So ee REOR OR 38, 47, 58, 68, 87, 105, 
107, 110-114, 124, 127, 179 
square, terrain......... 2, 6, 9-10, 15, 17, 


19-20, 25-26, 32, 56, 45, 45-46, 
49, 55, 55, 76-79, 82-84, 
101-102, 107, 115-118, 141-142, 
144, 150, 155, 172, 175 


SS Component ............ 131-132, 134 
SS Module. e whack es 132, 155 
SS Structural. ............. 132, 134-135 
Standard Zoom ............... 143, 161 
Start a New Game......... 22-24, 63, 143 
Start on Premade World.............. 24 
starting locati0N................ 23, 141 
Statue of Liberty ............... 63, 180 


193 


Status window... 12, 54, 82, 140, 142, 161, 


173 
Steal AdVanCe ......ooooooooo ooo... 112 
Stealth. .... 67, 69, 86, 102, 106, 124, 182 
Stealth Bomber ..... 67, 69, 102, 106, 124 
Stealth Fighter.................... 106 
Steel Rank Lee A re MEE 52-55 
Stock Exchange. .......... less. 54, 180 
strategic alliance ............... 18, 128 
strength bar......... 32-33, 100, 104, 181 
Structural, Spaceship........ 132, 134-135 
Submarine ......o..ooooo ooo... 102-103 
suicide bomber attack.............. 107 
Summary box .............05. 173, 175 
Superconductor, errr d erter eani 135 
Superhighways................. 55, 180 
Supermarket............... 35, 93, 117 
supply and demand ......... 20, 108, 167 
surplus ........... 11, 13, 44, 54-55, 59, 
62, 109, 148-149, 174 
Swamp........... 25, 56, 58, 77-79, 116 
T 
tax rates, restricted ................. 59 
Tax Rates option ....... 5, 52, 62, 72, 159 
tax revenues ey ne e I SERE RO 54 
Taxmen, Specialists.......... 70, 147-148 
teamwork, settlerS.............. 38, 115 
Technical Supplement ................ 4 
technology research .............. 90-92 
temperature, customize.............. 25 
Temple: eate ora 48, 72, 115, 166 
terrain, hidden.............. 15, 17, 161 
Terrain Chatt................ 56, 58, 77 
terrain conversion .........ooooooo.o.. 79 
terrain square ......... 6, 9-10, 19-20, 32, 


56, 43, 46, 53, 55, 78, 82, 

84, 101-102, 107, 115-118, 

141, 144, 155, 172, 175 

terrain tyPO............. 8-10, 25, 36-37, 
76-78, 140-141, 

144, 163, 176 

The Corporation..............6. 93, 108 


194 


The Republic... ....... llle 64, 67 
Theology. .........ooo.oo.o 55, 41, 93-94 
Throne Room.......... 98, 156, 157, 159 
Tithe: DAK ns ess utes 13, 44, 146-147 
Tools menu. ......... 0. eee ee eee 144 
Top. 5 Cities... ere esr het Pee 168 
Town Council............. 157, 165, 185 
Trade: aeg 1, 5, 8, 11-15, 16-17, 1 


9-22, 27, 34-36, 43-47, 50-54, 
61-74, 77-79, 82, 90, 97, 103, 
105, 108-109, 118, 129, 145, 
149-150, 153, 165, 167, 174 


trade advance ....o.o.oooooooooo.o ooo. 153 
Trade Advisor .......... 12, 54, 109, 167 
trade goods...... 8, 11, 16, 20, 34, 36, 43, 


45, 52, 74, 78-79, 97, 
108-109, 149-150 


trade rate. «seu RE Sed ag 55 
trade route bonus ...............00- 20 
trade routes...... 3, 20, 54, 108, 149, 153 
Transform...... 54, 38, 114-116, 118, 163 
Transport....... 37, 47, 87, 103, 108, 164 
Treasury........... 13, 54, 58-59, 62, 83, 


97, 108, 110, 112, 123, 
147, 151, 166-167, 171, 173-174 


tU. S ave ehm 40, 126, 128 
ALE ME «3b e Re eg 37,93 
Tüfdra zs «e es 25, 45, 77-78 
Tutorial .............. 7-9, 11-15, 15-19, 
21-22, 155-156 

Tutorial helD................ 8, 155-156 
U 

Undo Last change ................. 143 
unhappiness............ 70-72, 152, 154 
unhappy citizens........ 38, 62, 68, 70-73 
Unit Roster ...... 44, 64-65, 110, 146, 152 
unit shield .. 55, 66-67, 69, 82-83, 100, 152 
unit type. aod sors TRES 175, 175 
United Nations................. 41, 180 
University ................. 56, 54, 180 
Unload.-.- i XE eR 165 


V 


veteran Unit sso cem Heg 175 
View Hall of Fame ...............-4. 24 
View menu .. 6, 8, 32, 85-86, 156, 145, 177 
View Pieces....... 6, 85-86, 160, 175, 175 
Villages ........... 11, 14, 17, 27, 48, 83 
W 

Wait......... 6, 25, 70, 85, 127, 156, 165 


war ... 1-2, 27, 39-40, 65, 69, 90, 111, 114, 
122-129, 175 


Wat ERE ey 26 
Warrior Code......... leen. 14, 21 
Warriors... eulx RI Ren 11-15, 85 
waste ....... less 9, 34-35, 52, 64-69, 

155, 149, 158, 181 
We Love The DaY..........ooooooo.. 75 
Wháles-,.. ws eor hr ted 16, 78 


window, Map 85-86, 112, 129, 140, 142-144, 
146, 160-161, 175, 175, 177-178 


MIRO d oe es aca Xr Roo STAR. a ARS SCR 78 
winning the game. 4, 151, 155, 155, 157-158 
wonders, destroyed .............. 48, 96 
Wonders of the World .......... 5, 11, 21, 


41-42, 48, 52, 54, 59, 62, 
70, 92, 95-97, 108, 115, 152, 
154, 168, 171, 180, 182-185 


World Maps eiee ii reas 140 
World menu cresi peeo iaa eee eee 157 
world peace bar .....o.ooo.o.oo ooo o... 175 
Writing: eee ees cs 19, 21, 110 
Z 

zone of control .............. 76, 84, 88 
zoom buttons ............. 86, 146, 177 
ZOOM IN ............. 143, 160-161, 177 
Zoom Out......... 85, 143, 160-161, 177 


195